# towards_generalpurpose_modelfree_reinforcement_learning__7a268d45.pdf Published as a conference paper at ICLR 2025 TOWARDS GENERAL-PURPOSE MODEL-FREE REINFORCEMENT LEARNING Scott Fujimoto, Pierluca D Oro, Amy Zhang, Yuandong Tian, Michael Rabbat Meta FAIR Reinforcement learning (RL) promises a framework for near-universal problemsolving. In practice however, RL algorithms are often tailored to specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms. TD3-Normalized Gym - Locomotion Cont. actions, vector obs. Reward (1k) DMC - Proprioceptive Cont. actions, vector obs. Reward (1k) DMC - Visual Cont. actions, pixel obs. Human-Normalized Atari - 10M Discrete actions, pixel obs. 0 2 4 6 8 10 Parameters (1M) Parameter Count Gym (Half Cheetah-v4) TD-MPC2 (5.5M) Dreamer V3 (9.7M) MR.Q (4.1M) 0 10 20 30 40 50 Frames per second Training FPS Gym (Half Cheetah-v4) TD-MPC2 (14) Dreamer V3 (18) 0.0 0.5 1.0 1.5 2.0 Frames per second (1k) Evaluation FPS Gym (Half Cheetah-v4) TD-MPC2 (27) Dreamer V3 (236) MR.Q (1.9k) 0 50 100 150 200 Parameters (1M) Parameter Count Atari (Any) Rainbow (6.5M) Dreamer V3 (187.3M) MR.Q (4.4M) Figure 1: Summary of results. Aggregate mean performance across four common RL benchmarks and 118 environments featuring diverse characteristics (e.g., observation and action spaces, task types). Error bars capture a 95% stratified bootstrap confidence interval. Our algorithm, MR.Q, achieves a competitive performance against both state-of-the-art domain-specific and general baselines, while using a single set of hyperparameters. Notably, MR.Q accomplishes this with fewer network parameters and substantially faster training and evaluation speeds than general-purpose model-based methods. 1 INTRODUCTION The conceptual premise of RL is inherently general-purpose an RL agent can learn optimal behavior with only two basic elements: a well-defined objective and data describing its interactions with Correspondence: sfujimoto@meta.com. Code: https://github.com/facebookresearch/MRQ. Published as a conference paper at ICLR 2025 the environment. In reality, however, most RL algorithms are anything but general-purpose. Instead, RL algorithms are highly specialized and typically characterized by specific problem classes, such Table 1: Hyperparameter differences between Rainbow (Hessel et al., 2018) and TD3 (Fujimoto et al., 2018). TD3 uses an expected moving average (EMA) update with an effective frequency of 1 1 0.995 = 200. Hyperparameter Rainbow TD3 Discount factor 0.99 0.99 Optimizer Adam Adam Learning Rate 6.25 10 5 10 3 Adam ϵ 1.5 10 4 10 8 Replay buffer size 1M 1M Minibatch size 32 100 Target network update Iterative EMA Effective target update freq. 8k 200 Initial random steps 20k 1k as discrete versus continuous actions or vector versus pixel observations, with each category requiring its own set of algorithmic choices and hyperparameters. For example, Rainbow and TD3 (Hessel et al., 2018; Fujimoto et al., 2018), common methods for Atari and Mu Jo Co respectively (Bellemare et al., 2013; Todorov et al., 2012), have more differences than similarities in their shared hyperparameters (Table 1) without accounting for further algorithmic differences. To some extent, general-purpose algorithms do exist policy gradient methods (Williams, 1992; Schulman et al., 2015; 2017) and many evolutionary approaches (Rechenberg, 1978; Back, 1996; Rubinstein, 1997; Salimans et al., 2017) require few assumptions on the underlying problem. Unfortunately, these methods often offer poor sample efficiency and asymptotic performance compared more domain-specific approaches, and in some instances, can require extensive re-tuning over numerous implementation-level details (Engstrom et al., 2020; Huang et al., 2022). Recently, Dreamer V3 (Hafner et al., 2023) and TD-MPC2 (Hansen et al., 2024), have showcased the potential of general-purpose model-based approaches, achieving impressive single-task performance on a diverse set of benchmarks without re-tuning hyperparameters. However, despite their success, model-based methods also introduce substantial algorithmic and computational complexity, making them less practical than lightweight domain-specific model-free algorithms. This paper presents a general model-free RL algorithm that leverages model-based representations to achieve the sample efficiency and performance of model-based methods, without the computational overhead. A recent surge of high-performing model-free RL algorithms with dynamics-based representations (Guo et al., 2020; 2022; Schwarzer et al., 2020; 2023; Zhao et al., 2023; Fujimoto et al., 2024; Zheng et al., 2024; Scannell et al., 2024) has showcased the potential of this family of algorithms when tailored for a single benchmark. Recognizing the similarity between these modelbased and model-free approaches, our hypothesis is that the true benefit of model-based objectives is in the implicitly learned representation, rather than the model itself, and thus prompting the question: Can model-based representations alone enable sample-efficient general-purpose learning? Our proposed approach is based on learning features that approximately capture a linear relationship between state-action pairs and value. To do so, we draw heavily from modern dynamics-based representation learning methods (see Related Work) as well as the work of Parr et al. (2008), who show that both model-based and model-free objectives converge to the same solution in linear space. By mapping states and actions into a single, unified embedding, we eliminate any environmentspecific characteristics of the input space and allow for a standardized set of hyperparameters. We evaluate our method, MR.Q, on four widely used RL benchmarks and 118 environments, and achieve competitive performance against state-of-the-art domain-specific and general baselines without algorithmic or hyperparameter changes between environments or benchmarks. 2 RELATED WORK General-purpose RL. Although many traditional RL methods are general-purpose in principle, practical constraints often force assumptions about the task domain. For example, algorithms like Q-learning and SARSA (Watkins, 1989; Rummery & Niranjan, 1994) can be conceptually extended to continuous spaces, but are typically implemented using discrete lookup tables. In practice, early examples of general decision-making approaches can be found in on-policy methods with function approximation. For instance, both evolutionary algorithms (Rechenberg, 1978; Back, 1996; Rubinstein, 1997; Salimans et al., 2017) and policy gradient methods (Williams, 1992; Sutton et al., 1999; Published as a conference paper at ICLR 2025 Schulman et al., 2015; 2017) offer update rules with convergence guarantees and independence to the input space. However, despite their generality, these methods are also hindered by poor sample efficiency and are prone to local minima, limiting their suitability for many practical applications. In contrast, the design of deep RL algorithms tends to favor more specialized approaches that align closely with a single benchmark e.g., DQN Atari (Bellemare et al., 2013; Mnih et al., 2015), DDPG Mu Jo Co (Todorov et al., 2012; Lillicrap et al., 2015), or Alpha Go Go (Silver et al., 2016). Generalizing beyond these initial benchmarks can often require significant engineering, tuning, or algorithmic discovery (Luong et al., 2019; Schrittwieser et al., 2020; Haydari & Yılmaz, 2020; Ibarz et al., 2021). In imitation learning, GATO achieved generalist behavior, but relied on large expert datasets (Reed et al., 2022). Recently, Dreamer V3 (Hafner et al., 2023) demonstrated a strong capability over many benchmarks without re-tuning, but used costly large models and simulated rollouts. Our objective is to discover a lightweight model-free approach to general-purpose learning. Dynamics-based representation learning. Building representations from system dynamics is a long-standing approach for adaptation, partial observability, and feature selection (Dayan, 1993; Littman & Sutton, 2001; Parr et al., 2008). Numerous model-free methods have been developed to learn representations by predicting future latent states (Munk et al., 2016; Van Hoof et al., 2016; Zhang et al., 2018; Gelada et al., 2019; Lee et al., 2020; Guo et al., 2020; 2022; Schwarzer et al., 2020; 2023; Zintgraf et al., 2021; Yu et al., 2021; 2022; Fujimoto et al., 2021; 2024; Mc Inroe et al., 2021; Seo et al., 2022; Kim et al., 2022; Tang et al., 2023; Zhao et al., 2023; Zheng et al., 2024; Ni et al., 2024; Scannell et al., 2024). Unsurprisingly, these model-free approaches closely relate to model-based counterparts which learn a latent dynamics model for planning or value estimation (Watter et al., 2015; Finn et al., 2016; Karl et al., 2017; Ha & Schmidhuber, 2018; Schrittwieser et al., 2020; 2021; Ye et al., 2021; Hansen et al., 2022; 2024; Hafner et al., 2019; 2023; Wang et al., 2024). Our approach, MR.Q, is most closely related to the state-action representation learning in TD7 (Fujimoto et al., 2024). At a high level, MR.Q differs from TD7 by discarding the original input and including losses over the reward and termination. MR.Q also differs significantly in implementation, drawing inspiration from prior work to determine a set of design choices that performs well across benchmarks, including multi-step returns, unrolled dynamics, and categorical losses. Our motivation also relates to linear MDPs (Jin et al., 2020; Agarwal et al., 2020) and linear spectral representation (Ren et al., 2022; 2023; Zhang et al., 2022; Shribak et al., 2024). The latter aims to learn a low-rank decomposition of the transition dynamics of the MDP and recover a linear relationship between an embedding and the value function. Similarly, our work connects to two-stage linear RL, where a non-linear embedding is learned for linear RL (Levine et al., 2017; Chung et al., 2019). State abstraction. Our work is closely related to bisimulation metrics (Ferns et al., 2004; 2011; Castro, 2020) and MDP homomorphisms (Ravindran, 2004; van der Pol et al., 2020a;b; Rezaei Shoshtari et al., 2022) which rely on measures of similarity in reward and dynamics for state or action abstraction. These concepts have inspired practical approximations to bisimulation metrics as a means of shaping representations in deep RL agents, particularly those using image-based observations (Zhang et al., 2020; Castro et al., 2021; Zang et al., 2022). 3 BACKGROUND Reinforcement learning (RL) problems are described by a Markov Decision Process (MDP) (Bellman, 1957), which we define by a tuple (S,A,p,R,γ) of state space S, action space A, dynamics function p, reward function R and discount factor γ. Value-based RL methods learn a value function Qπ(s,a) = Eπ[ t=0 γtrt s0 = s,a0 = a] that models the expected discounted sum of rewards rt R(st,at) by following a policy π which maps states s to actions a. The true value function Qπ is estimated by an approximate value function Qθ. We use subscripts to indicate the network parameters θ. Target networks, which are used to introduce stationarity in prediction targets, have parameters denoted by an apostrophe, e.g., Qθ . These parameters are periodically synchronized with the current network parameters (θ θ). 4 MODEL-BASED REPRESENTATIONS FOR Q-LEARNING This section presents the MR.Q algorithm (Model-based Representations for Q-learning), a modelfree RL algorithm that learns an approximately linear representation of the value function through Published as a conference paper at ICLR 2025 model-based objectives. Value-based RL algorithms learn a value function Q that maps state-action pairs (s,a) to values in R and a policy π that maps states s to actions a. Like many representation learning methods for RL, MR.Q adds an initial step that transforms states and state-action pairs into embeddings zs and zsa, which serves as inputs to the downstream policy and value function. fω s zs, gω (s,a) zsa, (1) πϕ zs a, Qθ zsa R. (2) While neither the value function nor policy require explicit representation learning, using intermediate embeddings has two main benefits: 1. Introducing an explicit representation learning stage can enable richer alternative learning signals that are grounded in the dynamics and rewards of the MDP, as opposed to relying exclusively on non-stationary value targets used in both value and policy learning. 2. Representation learning can transform the input into a unified, abstract space that is decoupled from the original input characteristics, e.g., images or action spaces. This abstraction allows us to filter irrelevant or spurious details and use unified downstream architectures, improving robustness to environment variations. To learn these embeddings, we draw inspiration from linear feature selection, revisiting the work of Parr et al. (2008), as well as MDP homomorphisms (Ravindran & Barto, 2002). In Section 4.1 we highlight how model-based objectives can be used to learn features that share an approximately linear relationship with the true value function. Then in Section 4.2, we relax our theoretical motivation for a practical algorithm based on recent advances in dynamics-based representation learning. 4.1 THEORETICAL MOTIVATION Consider a linear decomposition of the value function, where the value function Q(s,a) is represented by features zsa and linear weights w: Q(s,a) = z saw. (3) Our primary objective is to learn features zsa that share an approximately linear relationship with the true value function Qπ. However, since this relationship is only approximate, we use these features as input to a non-linear function ˆQ(zsa), rather than relying solely on linear function approximation. We start by exploring how to find features that can linearly represent the true value function. Given a dataset D of tuples (s,a,r,s ,a ), we consider two possible approaches for learning a value function Q: A model-free update based on semi-gradient TD (Sutton, 1988; Sutton & Barto, 1998): w w αED [ w (z saw r + γz s a w sg) 2]. (4) A model-based approach to learn wmb, based on rolling out estimates of the dynamics and reward: wmb = t=0 γt W t pwr, (5) wr = argmin w ED [(z saw r) 2], Wp = argmin W ED [(z sa W zs a ) 2]. (6) Closely following Parr et al. (2008) and Song et al. (2016), we can show that these approaches converge to the same solution (proofs for this section can be found in Appendix A). Theorem 1. The fixed point of the model-free approach (Equation 4) and the solution of the modelbased approach (Equation 5) are the same. From the insight of Theorem 1, we can connect the value error VE, the difference between an approximate value function Q and the true value function Qπ, VE(s,a) = Q(s,a) Qπ(s,a) (7) to the accuracy of reward and dynamics components of the estimated model (Theorem 2). Theorem 2. The value error of the solution described by Theorem 1 is bounded by the accuracy of the estimated dynamics and reward: VE(s,a) 1 1 γ max (s,a) S A( z sawr Er s,a[r] + max i wi z sa Wp Es ,a s,a[zs a ] ). (8) Published as a conference paper at ICLR 2025 Parr et al. (2008) and Song et al. (2016) use a related insight regarding the Bellman error to infer an approach for feature selection. However, with the advent of deep learning, we can instead directly learn the features zsa by jointly optimizing them alongside the linear weights wr and Wp. This is accomplished by treating the features and linear weights as a unified end-to-end model and balancing the losses in Equation 6 with a hyperparameter λ: L(zsa,wr,Wp) = ED [(z sawr r) 2] Reward learning +λED [(z sa Wp zs a ) 2] Dynamics learning However, the resulting Equation 9 has some notable drawbacks. Dependency on π. The dynamics target zs a depends on an action a determined by the policy π. In policy optimization problems, this introduces non-stationarity, where the target embedding must be continually updated to reflect changes in the policy. This creates an undesirable interdependence between the policy and encoder. Undesirable local minima. Jointly optimizing both the features zsa and the dynamics target can lead to undesirable local minima, similar to the issues encountered with Bellman residual minimization (Baird, 1995; Fujimoto et al., 2022). This can result in collapsed or trivial solutions when the dataset does not fully cover the state and action space or when the reward is sparse. To address these issues, we suggest relaxations on our proposed, theoretically grounded approach: L(zsa,wr,Wp) = ED [(z sawr r) 2] + λED[(z sa Wp zs Adjustment ) 2 ]. (10) We propose two key modifications to alleviate the aforementioned issues. Firstly, we use a statedependent embedding zs as the dynamics target, rather than the state-action embedding zs a . This eliminates any dependency on the current policy while still capturing the environment s dynamics. Secondly, to mitigate the issue of local minima, we use a target network fω (s ) to generate the dynamics target zs , where the parameters ω are periodically updated to track the current network parameters ω. Empirical evidence from prior work suggests that this approach can yield significant performance gains (Grill et al. (2020); Assran et al. (2023), see Related Work), although it no longer guarantees convergence to a fixed point. Due to these two changes, even if the modified objective defined by Equation 10 is minimized, we can no longer assume there is a linear relationship between the embedding zsa and the value function. However, we can instead allow for a non-linear relationship, replacing linear weights w with a non-linear function ˆQ(zsa). We can show that this relationship exists as long as the features are sufficiently rich (i.e., such that a MDP homomorphism is satisfied (Ravindran & Barto, 2002)). Theorem 3. Given functions f(s) = zs and g(zs,a) = zsa, then if there exists functions ˆp and ˆR such that for all (s,a) S A: E ˆ R[ ˆR(zsa)] = ER [R(s,a)], ˆp(zs zsa) = ˆs zˆs=zs p(ˆs s,a), (11) then for any policy π where there exists a corresponding policy ˆπ(a zs) = π(a s), there exists a function ˆQ equal to the true value function Qπ over all possible state-action pairs (s,a) S A: ˆQ(zsa) = Qπ(s,a). (12) Furthermore, Equation 11 guarantees the existence of an optimal policy ˆπ (a zs) = π (a s). Consequently, even if the features zsa do not linearly represent the true value function, i.e., the loss in Equation 9 cannot be not exactly minimized, zsa can still be used in a non-linear relationship to represent the value function. Furthermore, Theorem 3 outlines a similar objective as the original linear objective defined in Equation 9, in learning the reward and dynamics of the MDP. These results motivates the practical algorithm discussed in the following section. Using the adjusted loss defined in Equation 10, we will aim to learn features with an approximately linear relationship to the true value function, but use a non-linear value function with those features to account for the error induced by our approximations. Published as a conference paper at ICLR 2025 4.2 ALGORITHM We now present the details of MR.Q (Model-based Representations for Q-learning). Building on the insights from the previous section, our key idea is to learn a state-action embedding zsa that is approximately linear with the true value function Qπ. To account for approximation errors, these features are used with non-linear function approximation to determine the value. The state embedding vector zs is obtained as an intermediate component by training end-to-end with the state-action encoder. MR.Q handles different input modalities by swapping the architecture of the state encoder. Since zs is a vector, the remaining networks are independent of the observation space and use feedforward networks. Given the transition (s,a,r,d,s ) from the replay buffer: Output MR.Q Trained end-to-end State Encoder zs = fω(s) State-Action Encoder zsa = gω(zs,a) MDP predictor zs , r, d = z sam Decoupled RL Value Qi = Qθ(zsa) Policy aπ = πϕ(zs) Update MR.Q if t % Ttarget = 0 then Target networks: θ ,ϕ ,ω θ,ϕ,ω. Reward scaling: r r, r mean Dr. for Ttarget time steps do Encoder update: Equation 14. Value update: Equation 19. Policy update: Equation 20. The encoder loss is composed of three terms based on the reward, dynamics and terminal signal that are unrolled over a short horizon. The value function and policy are trained independently, using standard losses (Silver et al., 2014; Fujimoto et al., 2018). We use LAP (Fujimoto et al., 2020) to sample transitions with priority according to their TD errors (Schaul et al., 2016), the absolute difference between the predicted value and the target value in Equation 19. The target network, reward scaling (defined in Equation 19), and the encoder are updated periodically every Ttarget time steps. This synchronized update schedule keeps the input and target output fixed for the downstream value function and policy within each iteration, thus reducing nonstationarity in the optimization (Fujimoto et al., 2024). 4.2.1 ENCODER The encoder loss is based on unrolling the dynamics of the learned model over a short horizon. Given a subsequence of an episode (s0,a0,r1,d1,s1,...,r HEnc,d HEnc,s HEnc), the model is unrolled by encoding the initial state s0, then by repeatedly applying the state-action encoder gω and linear MDP predictor m: zt, rt, dt = gω( zt 1,at 1) m, where z0 = fω(s0). (13) The final loss is summed over the unrolled model and balanced by corresponding hyperparameters: LEncoder(f,g,m) = HEnc t=1 λReward LReward( rt) + λDynamics LDynamics( zt s ) + λTerminal LTerminal( dt). (14) λTerminal is set to 0 until the first terminal transition (i.e., d = 0) is viewed. This approach is commonly used in model-based RL (Oh et al., 2015; Hafner et al., 2023; Hansen et al., 2024), as well as dynamics-based representation learning (Schwarzer et al., 2020; 2023; Scannell et al., 2024). Reward loss. While our theoretical analysis suggests using the mean-squared error to train the predicted reward, we find that a categorical representation of the reward is more effective in practice for predicting sparse rewards and is robust to reward magnitude. This empirical benefit is consistent with prior work (Schrittwieser et al., 2020; Hafner et al., 2023; Hansen et al., 2024; Wang et al., 2024). Our reward loss function uses the cross entropy CE between the predicted reward r and a two-hot encoding of the reward r: LReward( r) = CE( r,Two-Hot(r)). (15) Published as a conference paper at ICLR 2025 To handle a wide range of reward magnitudes without prior knowledge, the locations of the two-hot encoding are spaced at increasing non-uniform intervals, according to symexp(x) = sign(x)(exp(x) 1) (Hafner et al., 2023). Dynamics loss. The dynamics loss minimizes the mean-squared error between the predicted next state embedding zs and the next state embedding zs from the target encoder fω : LDynamics( zs ) = ( zs zs )2 . (16) As discussed in the previous section, using the next state embedding zs eliminates the dependency on the policy that would occur when using a state-action embedding target. Terminal loss. The predicted scalar terminal signal d is trained simply using a MSE loss with the binary terminal signal d: LTerminal( d) = ( d d)2. (17) 4.2.2 VALUE FUNCTION Value learning is primarily based on TD3 (Fujimoto et al., 2018). Specifically, we train two value functions and take the minimum output between their respective target networks to determine the value target. Similar to TD3, the target action is determined by the target policy πϕ , perturbed by small amount of clipped Gaussian noise: aπ = {argmaxa for discrete A, clip(a , 1,1) for continuous A, where a = πϕ (s ) + clip(ϵ, c,c), ϵ N(0,σ2). (18) Discrete actions are represented by a one-hot encoding, where the Gaussian noise is added to each dimension. Action noise and the clipping is scaled according the range of the action space. We modify the TD3 loss in a few ways. Firstly, following numerous prior work across benchmarks (Hessel et al., 2018; Barth-Maron et al., 2018; Yarats et al., 2022; Schwarzer et al., 2023), we predict multi-step returns over a horizon HQ. Secondly, we use the Huber loss instead of meansquared error to eliminate bias from prioritized sampling (Fujimoto et al., 2020). Finally, the target value is normalized according to the average absolute reward r in the replay buffer: LValue( Qi) = Huber Qi, 1 HQ 1 t=0 γtrt + γHQ Q j , Q j = r min j=1,2Qθ j(zs HQa HQ,π). (19) The value r captures the target average absolute reward, which is the scaling factor used to the most recently copied value functions Qθ j. This value is updated simultaneously with the target networks r r. Maintaining a consistent reward scale keeps the loss magnitude constant across different benchmarks, thus improving the robustness of a single set of hyperparameters. 4.2.3 POLICY For both continuous and discrete action spaces, the policy is updated using the deterministic policy gradient (Silver et al., 2014): LPolicy(aπ) = 0.5 i={1,2} Qi(zsaπ) + λpre-activz2 π, where aπ = activ(zπ). (20) To make the loss universal between action spaces, we use Gumbel-Softmax (Jang et al., 2017; Lowe et al., 2017; Cianflone et al., 2019) for discrete actions, and Tanh for continuous actions. A small regularization penalty is added to the square of the pre-activations zπ before the policy s final activation to help avoid local minima when the reward, and value, is sparse (Bjorck et al., 2021). For exploration, Gaussian noise is added to each dimension of the action (or one-hot encoding of the action). Similar to Equation 18, the resulting action vector is clipped to the range of the action space for continuous actions. For discrete actions, the final action is determined by the argmax operation. Published as a conference paper at ICLR 2025 0.0 0.2 0.4 0.6 0.8 1.0 0.0 Time Steps (1M) TD3-Normalized Gym - Locomotion 0.0 0.1 0.2 0.3 0.4 0.5 0.0 Time Steps (1M) Total Reward (1k) DMC - Proprioceptive 0.0 0.1 0.2 0.3 0.4 0.5 0.0 Time Steps (1M) Total Reward (1k) DMC - Visual 0.0 0.5 1.0 1.5 2.0 2.5 Time Steps (1M) Human-Normalized Atari 57 tasks MR.Q Dreamer V3 TD-MPC2 PPO TD7 Dr Q-v2 Rainbow DQN Figure 2: Aggregate learning curves. Average performance over each benchmark. Results are over 10 seeds. The shaded area captures a 95% stratified bootstrap confidence interval. Due to action repeat, 500k time steps in DMC correspond to 1M frames in the original environment and 2.5M time steps in Atari corresponds to 10M frames in the original environment. 5 EXPERIMENTS We evaluate MR.Q on four popular RL benchmarks and 118 environments, and compare its performance against strong domain-specific baselines, general model-based approaches, Dreamer V3 (Hafner et al., 2023) and TD-MPC2 (Hansen et al., 2024), and a general model-free algorithm, PPO (Schulman et al., 2017). Rather than establish MR.Q as the state-of-the-art approach in any particular benchmark, our objective is to demonstrate its broad applicability and effectiveness across a diverse set of tasks with a single set of hyperparameters. The baselines use author-suggested default hyperparameters and are fixed across environments. Additional details can be found in Appendix B. 5.1 MAIN RESULTS Aggregate learning curves are displayed in Figure 2, with full results displayed in Appendix C. Gym - Locomotion. This subset of the Gym benchmark (Brockman et al., 2016; Towers et al., 2024) considers 5 locomotion tasks in the Mu Jo Co simulator (Todorov et al., 2012) with continuous actions and low level states. Agents are trained for 1M time steps without any environment preprocessing. We evaluate against three baselines: TD7 (Fujimoto et al., 2024), a state-of-the-art (or near) approach for this benchmark, as well as TD-MPC2, Dreamer V3, and PPO. To aggregate results, we normalize using the performance of TD3 (Fujimoto et al., 2018). DMC - Proprioceptive. The Deep Mind Control suite (DMC) (Tassa et al., 2018) is a collection of continuous control robotics tasks built on the Mu Jo Co simulator. These tasks use the proprioceptive states as the observation space, meaning that the input is a vector, and limit the total reward for each episode at 1000, making it easy to aggregate results. We report results on all 28 default tasks that were used by either TD-MPC2 or Dreamer V3. Agents are trained for 500k time steps, equivalent to 1M frames in the original environment due to action repeat. For comparison, we evaluate against the same three algorithms as in the Gym benchmark, with TD-MPC2 considered state-of-the-art (or near) for this benchmark. We also include TD7 due to its strong performance in the Gym benchmark. DMC - Visual. The visual DMC benchmark includes the same 28 tasks as the proprioceptive benchmark, but uses image-based observations instead. Agents are trained for 500k time steps. For baselines, we include Dr Q-v2 (Yarats et al., 2022), given its state-of-the-art (or near) performance in model-free RL, alongside TD-MPC2, Dreamer V3, and PPO. Atari. The Atari benchmark is built on the Arcade Learning Environment (Bellemare et al., 2013). This benchmark uses pixel observations and discrete actions and includes the 57 games used by Dreamer V3. We follow standard preprocessing steps, including sticky actions (Machado et al., 2018) (full details in Appendix B.3). Agents are trained for 2.5M time steps (equivalent to 10M frames), a setting which has been considered by prior work (Sokar et al., 2023). For comparison, we evaluate against three baselines: the model-based approach Dreamer V3, as well as model-free approaches, DQN (Mnih et al., 2015), Rainbow (Hessel et al., 2018), and PPO. Results are aggregated by normalizing scores against human performance. Published as a conference paper at ICLR 2025 Discussion. Throughout our experiments, we find the presence of no free lunch , where the topperforming baseline in one benchmark fails to replicate its success in another. Regardless, MR.Q achieves the highest performance in both DMC benchmarks, showcasing its ability to handle different observation spaces. Although it falls slightly behind TD7 in the Gym benchmark, MR.Q is the strongest method overall across all continuous control benchmarks. In Atari, while Dreamer V3 outperforms MR.Q, it relies on a model with 40 times more parameters and struggles comparatively in the remaining benchmarks. When compared to the model-free baselines, MR.Q surpasses PPO, DQN, and Rainbow, demonstrating its effectiveness with discrete action spaces. 5.2 DESIGN STUDY To better understand the impact of certain design choices and hyperparameters, we attempt variations of MR.Q, and report the aggregate results in Table 2. Table 2: Design study. Average difference in normalized performance from varying design choices across each benchmark over 5 seeds. Negative changes are highlighted lightly [ 0.01, 0.2). Damaging changes are highlighted moderately [ 0.2, 0.5). Catastrophic changes are highlighted boldly ( 0.5). Positive changes are similarly highlighted (> 0.01). Design Gym - Locomotion DMC - Proprioceptive DMC - Visual Atari - 1M TD3-Normalized Reward (1k) Reward (1k) Human-Normalized Relaxations Linear value function -1.17 [-1.19, -1.15] -0.58 [-0.59, -0.56] -0.41 [-0.42, -0.39] -1.35 [-1.41, -1.29] Dynamics target -0.10 [-0.17, -0.04] -0.15 [-0.15, -0.15] -0.05 [-0.05, -0.04] -0.38 [-0.81, 0.05] No target encoder -0.53 [-0.60, -0.46] -0.35 [-0.35, -0.34] -0.15 [-0.15, -0.15] -0.86 [-0.89, -0.83] Revert -1.47 [-1.54, -1.39] -0.72 [-0.73, -0.72] -0.52 [-0.52, -0.51] -1.69 [-1.70, -1.67] Non-linear model -0.01 [-0.07, 0.03] -0.00 [-0.02, 0.01] -0.01 [-0.02, -0.00] -0.07 [-0.32, 0.18] Loss functions MSE reward loss 0.10 [-0.02, 0.19] -0.06 [-0.08, -0.05] -0.05 [-0.07, -0.04] -0.79 [-0.86, -0.73] No reward scaling -0.04 [-0.09, 0.02] -0.01 [-0.02, 0.00] -0.00 [-0.01, 0.01] 0.18 [-0.25, 0.56] No min -0.09 [-0.16, -0.01] -0.01 [-0.02, 0.01] 0.00 [-0.01, 0.01] 0.13 [-0.10, 0.58] No LAP -0.10 [-0.24, -0.00] 0.00 [-0.00, 0.01] -0.01 [-0.02, -0.01] -0.13 [-0.38, 0.14] No MR -0.56 [-0.69, -0.43] -0.19 [-0.19, -0.18] -0.07 [-0.09, -0.03] -0.78 [-0.88, -0.69] 1-step return -0.33 [-0.46, -0.21] -0.04 [-0.05, -0.02] -0.03 [-0.03, -0.02] -0.70 [-0.81, -0.59] No unroll 0.07 [0.01, 0.14] -0.01 [-0.01, -0.00] -0.04 [-0.06, -0.01] -0.33 [-0.41, -0.28] Relaxations. In Section 4.1, we outlined a loss (Equation 9) that, if globally minimized, would provide features that are linear with the true value function. MR.Q in practice relaxes this theoretical result by modifying the loss and using a non-linear value function. In Linear value function, we replace the non-linear value function with a linear function. In Dynamics target, we replace the state embedding dynamics target with a state-action embedding zs a determined from the target state-action encoder gω. In No target encoder, we use the current encoder to generate the dynamics target zs a , and jointly optimize it within the encoder loss. In Revert, we consider all of the aforementioned changes simultaneously, using linear value functions and setting the dynamics target as a state-action embedding determined by the current encoder. In Non-linear model, we replace the linear MDP predictor with individual networks that predict each component separately from zsa. Loss functions. MR.Q s loss functions use several unconventional choices. In MSE reward loss, we replace the categorical loss function on the predicted reward in Equation 15 with the meansquared error (MSE). In No reward scaling, we remove the reward scaling in Equation 19, setting r = r = 1. In No min, we take the mean over the target value functions instead of the minimum in Equation 19. In No LAP, we remove prioritized sampling (Fujimoto et al., 2020) and use the MSE instead of the Huber loss in the value update. Lastly, in No MR, we remove model-based representation learning and train the encoder end-to-end with the value function. Horizons. Finally, we consider the role of extended predictions. In 1-step return, we remove multi-step value predictions and use TD learning. In No unroll, we remove the dynamics unrolling in Equation 14, by setting the encoder horizon HEnc = 1. Published as a conference paper at ICLR 2025 Discussion. The results of our design study show the benefit of balancing theory with practical relaxations. The experiments further validate our design choices and hyperparameters. We highlight two results in particular: (1) increasing the model capacity in the non-linear model experiment, does not improve performance. This outcome suggests that maintaining an approximately linear relationship with the value function can be more impactful than increased capacity. (2) Our study also reveals a key distinction between the Gym and Atari benchmarks while the MSE reward loss and No unroll variants offer moderate performance gains in Gym, they significantly degrade performance in Atari. This discrepancy highlights how hyperparameters can overfit to individual benchmarks, emphasizing the importance of evaluating algorithms across multiple benchmarks. 6 DISCUSSION AND CONCLUSION This paper introduces MR.Q, a general model-free deep RL algorithm that achieves strong performance across diverse benchmarks and environments. Drawing inspiration from the theory of model-based representation learning, MR.Q demonstrates that model-free deep RL is a promising avenue for building general-purpose algorithms that achieve high performance across environments, while being simpler and less expensive than model-based alternatives. Our work also reveals insights on which design choices matter when building general-purpose model-free deep RL algorithms and how common benchmarks respond to these design choices. Model-based and model-free RL. MR.Q integrates model-based objectives with a model-free backbone during training, effectively blurring the boundary between traditional model-based and model-free RL. While MR.Q could be extended to the model-based setting by incorporating planning or simulated trajectories with the state-action encoder, these components can add significant execution time and increase the overall complexity and tuning required by a method. Moreover, the performance of MR.Q in these common RL benchmarks demonstrates that these model-based components may be simply unnecessary suggesting that the representation itself could be the most valuable aspect of model-based learning, even in methods that do use planning. This argument is echoed by Dreamer V3 and TD-MPC2, which rely on short planning horizons and trajectory generation, while including both value functions and traditional model-free policy updates. As such, it may be necessary to examine more complex settings, to reliably see a benefit from model-based search or planning, e.g., (Silver et al., 2016). Universality of RL benchmarks. Our results demonstrate that there is a striking lack of positive transfer between benchmarks. For example, despite the similarities in tasks and the same underlying Mu Jo Co simulator, the top performers in Gym and DMC fail to replicate their success on the opposing benchmark. Similarly, although Dreamer V3 excels at Atari, these performance benefits do not translate to continuous control environments, underperforming TD3 in Gym and outright failing to learn the Dog and Humanoid tasks in DMC (see Appendix C). These findings show the limitations of single-benchmark evaluations, indicating that success on one benchmark may not translate easily to others, and highlights the need for more comprehensive benchmarks. Limitations. MR.Q is only the first step towards a new generation of general-purpose model-free deep RL algorithms. Many challenges remains for a fully general algorithm. In particular, MR.Q is not equipped to handle settings such as hard exploration tasks or non-Markovian environments. Another limitation is our evaluation only considers standard RL benchmarks. Although this allows direct comparison with other methods, established algorithms such as PPO have demonstrated their effectiveness in highly unique settings, such as team video games (Berner et al., 2019), drone racing (Kaufmann et al., 2023), and large language models (Achiam et al., 2023; Touvron et al., 2023). To demonstrate similar versatility, new algorithms must undergo the same rigorous testing across a range of tasks that is beyond the scope of any single study. As the community continues to push the boundaries of what is possible with deep RL, we believe that building simpler general-purpose algorithms has the potential to make this technology more accessible to a wider audience, ultimately enabling users to train agents with ease. Perhaps one day with just the click of a button. Published as a conference paper at ICLR 2025 ACKNOWLEDGMENTS We would like to thank Brandon Amos, Mikhael Henaff, Luis Pineda, Paria Rashidinejad, and Qinqing Zheng for insightful discussions and comments. Josh Achiam, Steven Adler, Sandhini Agarwal, Lama Ahmad, Ilge Akkaya, Florencia Leoni Aleman, Diogo Almeida, Janko Altenschmidt, Sam Altman, Shyamal Anadkat, et al. Gpt-4 technical report. ar Xiv preprint ar Xiv:2303.08774, 2023. Alekh Agarwal, Sham Kakade, Akshay Krishnamurthy, and Wen Sun. Flambe: Structural complexity and representation learning of low rank mdps. Advances in neural information processing systems, 33:20095 20107, 2020. 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Published as a conference paper at ICLR 2025 A Proofs 19 B Experimental Details 23 B.1 Hyperparameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 B.2 Network Architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 B.3 Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 B.4 Baselines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 B.5 Software Versions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 C Complete Main Results 29 C.1 Gym . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 C.2 DMC - Proprioceptive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 C.3 DMC - Visual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 C.4 Atari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 D Complete Ablation Results 36 D.1 Gym . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 D.2 DMC - Proprioceptive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 D.3 DMC - Visual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 D.4 Atari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Theorem 1. The fixed point of the model-free approach (Equation 4) and the solution of the modelbased approach (Equation 5) are the same. Proof. Let Z be a matrix containing state-action embeddings zsa for each state-action pair (s,a) S A. Let Z be the corresponding matrix of next state-action embeddings zs a . Let R be the vector of the corresponding rewards r(s,a). The linear semi-gradient TD update: wt+1 = wt αZ (Zwt (R + γZ wt)) (21) = wt αZ Zwt + αZ R + αγZ Z wt (22) = (I α(Z Z γZ Z ))wt + αZ R (23) = (I αA)wt + αB, (24) where A = Z Z γZ Z and B = Z R. The fixed point of the system: wmf = (I αA)wmf + αB (25) wmf (I αA)wmf = αB (26) αAwmf = αB (27) wmf = A 1B. (28) Published as a conference paper at ICLR 2025 The least squares solution to Wp and wr Wp = (Z Z) 1 Z Z (29) wr = (Z Z) 1 Z R (30) By rolling out Wp and wr, we arrive at a model-based solution: Q = Zwmb = Z t=0 γt W t pwr. (31) Simplify wmb: wmb = t=0 γt W t pwr (32) wmb = (I γWp) 1 wr (33) wmb = (I γ (Z Z) 1 Z Z ) 1 (Z Z) 1 Z R (34) Z Z (I γ (Z Z) 1 Z Z )wmb = Z R (35) (Z Z γZ Z )wmb = Z R (36) wmb = A 1B (37) wmb = wmf. (38) Theorem 2. The value error of the solution described by Theorem 1 is bounded by the accuracy of the estimated dynamics and reward: VE(s,a) 1 1 γ max (s,a) S A( z sawr Er s,a[r] + max i wi z sa Wp Es ,a s,a[zs a ] ). (39) Proof. Let w be the solution described in Theorem 1, i.e. w = wmb = wmf. Let pπ(s,a) be the discounted state-action visitation distribution according to the policy π starting from the state-action pair (s,a). Firstly from Theorem 1, we can show that w = (I γWp) 1wr (40) (I γWp)w = wr (41) w γWpw = wr. (42) Simplify VE(s,a): VE(s,a) = Q(s,a) Qπ(s,a) (43) = Q(s,a) Qπ(s,a) (44) = Q(s,a) Er,s ,a [r + γQπ(s ,a )] (45) = Q(s,a) Er,s ,a [r + γ (Q(s ,a ) VE(s ,a ))] (46) = Q(s,a) Er,s ,a [r + γQ(s ,a )] + γEs ,a [VE(s ,a )] (47) = Q(s,a) Er,s ,a [r z sawr + z sawr + γQ(s ,a )] + γEs ,a [VE(s ,a )] (48) = Q(s,a) Er,s ,a [r z sawr + z sawr + γ (z s a w z sa Wpw + z sa Wpw)] + γEs ,a [VE(s ,a )] (49) = z saw Er,s ,a [r z sawr + z sawr + γ (z s a w z sa Wpw + z sa Wpw)] + γEs ,a [VE(s ,a )] (50) Published as a conference paper at ICLR 2025 = z saw Er [r z sawr + z sawr] γEs ,a [z s a w z sa Wpw + z sa Wpw] + γEs ,a [VE(s ,a )] (51) = z saw z sawr γz sa Wpw Er [r z sawr] γEs ,a [z s a w z sa Wpw] + γEs ,a [VE(s ,a )] (52) = z sa (w γWpw wr) Er [r z sawr] γEs ,a [z s a w z sa Wpw] + γEs ,a [VE(s ,a )] (53) = Er [r z sawr] γEs ,a [z s a w z sa Wpw] + γEs ,a [VE(s ,a )] (54) = (z sawr Er [r]) + γ (z sa Wp Es ,a [z s a ])w + γEs ,a [VE(s ,a )]. (55) Then given the recursive relationship, akin to the Bellman equation (Sutton & Barto, 1998), the value error VE recursively expands to the discounted state-action visitation distribution pπ. For (ˆs, ˆa) S A: VE(ˆs, ˆa) = 1 1 γ E(s,a) pπ(ˆs,ˆa) [(z sawr Er s,a [r]) + γ (z sa Wp Es ,a s,a [z s a ])w]. (56) Taking the absolute value: VE(ˆs, ˆa) = 1 1 γ E(s,a) pπ(ˆs,ˆa) [(z sawr Er s,a [r]) + γ (z sa Wp Es ,a s,a [z s a ])w] (57) VE(ˆs, ˆa) 1 1 γ E(s,a) pπ(ˆs,ˆa) [ z sawr Er s,a [r] + γ (z sa Wp Es ,a s,a [z s a ])w ] (58) = 1 1 γ max (s,a) S A( z sawr Er s,a [r] + γ (z sa Wp Es ,a s,a [z s a ])w ) (59) 1 1 γ max (s,a) S A( z sawr Er s,a [r] + max i wi z sa Wp Es ,a s,a [zs a ] ).(60) Theorem 3. Given functions f(s) = zs and g(zs,a) = zsa, then if there exists functions ˆp and ˆR such that for all (s,a) S A: E ˆ R[ ˆR(zsa)] = ER [R(s,a)], ˆp(zs zsa) = ˆs zˆs=zs p(ˆs s,a), (61) then for any policy π where there exists a corresponding policy ˆπ(a zs) = π(a s), there exists a function ˆQ equal to the true value function Qπ over all possible state-action pairs (s,a) S A: ˆQ(zsa) = Qπ(s,a). (62) Furthermore, Equation 61 guarantees the existence of an optimal policy ˆπ (a zs) = π (a s). Qπ h(s,a) = h t=0 γt Eπ[R(st,at) s0 = s,a0 = a] (63) ˆQh(zsa) = h t=0 γt Eπ[ ˆR(zstat) s0 = s,a0 = a] (64) Qπ 0(s,a) = ER[R(s,a)] (65) = E ˆ R[ ˆR(zsa)] (66) = ˆQ0(zsa). (67) Published as a conference paper at ICLR 2025 Assuming Qπ n 1(s,a) = ˆQn 1(zsa) then noting that ˆp(z zsa) = 0 if z that is not in the image of f(s) = zs. Qπ n(s,a) = ER[R(s,a)] + γEs ,a [Qπ n 1(s ,a )] (68) = E ˆ R[ ˆR(s,a)] + γEs ,a [ ˆQn 1(zs a )] (69) = E ˆ R[ ˆR(s,a)] + γ s a p(s s,a)π(a s ) ˆQn 1(zs a ) (70) = E ˆ R[ ˆR(s,a)] + γ zs a ˆp(zs zsa)ˆπ(a zs ) ˆQn 1(zs a ) (71) = ˆQn(zsa). (72) Thus ˆQ(zsa) = limn ˆQn(zsa) exists, as ˆQn can be defined as a function of ˆp, ˆR, and ˆπ for all n. Similarly, let π be an optimal policy. Repeating the same arguments we see that Qπ n(s,a) = ER[R(s,a)] + γEs ,a [Qπ n 1(s ,a )] (73) = ER[R(s,a)] + γ s p(s s,a)max a Qπ n 1(s ,a ) (74) = E ˆ R[ ˆR(s,a)] + γ zs ˆp(zs zsa)max a ˆQn 1(zs a ) (75) = ˆQn(zsa). (76) Thus there exists a function ˆQ(g(zs,a)) = Q (s,a), consequently, there exists an optimal policy ˆπ (a zs) = argmaxa ˆQ(s,a). Published as a conference paper at ICLR 2025 B EXPERIMENTAL DETAILS B.1 HYPERPARAMETERS Table 3: MR.Q Hyperparameters. Hyperparameters values are kept fixed across all benchmarks. Hyperparameter Value Dynamics loss weight λDynamics 1 Reward loss weight λReward 0.1 Terminal loss weight λTerminal 0.1 Pre-activation loss weight λpre-activ 1e 5 Encoder horizon HEnc 5 Multi-step returns horizon HQ 3 TD3 (Fujimoto et al., 2018) Target policy noise σ N(0, 0.22) Target policy noise clipping c ( 0.3, 0.3) LAP (Fujimoto et al., 2020) Probability smoothing α 0.4 Minimum priority 1 Exploration Initial random exploration time steps 10k Exploration noise N(0, 0.22) Discount factor γ 0.99 Replay buffer capacity 1M Mini-batch size 256 Target update frequency Ttarget 250 Replay ratio 1 Encoder Network Optimizer Adam W (Loshchilov & Hutter, 2019) Learning rate 1e 4 Weight decay 1e 4 zs dim 512 zsa dim 512 za dim (only used within architecture) 256 Hidden dim 512 Activation function ELU (Clevert et al., 2015) Weight initialization Xavier uniform (Glorot & Bengio, 2010) Bias initialization 0 Reward bins 65 Reward range [ 10, 10] (effective: [ 22k, 22k]) Value Network Optimizer Adam W Learning rate 3e 4 Hidden dim 512 Activation function ELU Weight initialization Xavier uniform Bias initialization 0 Gradient clip norm 20 Policy Network Optimizer Adam W Learning rate 3e 4 Hidden dim 512 Activation function Re LU Weight initialization Xavier uniform Bias initialization 0 Gumbel-Softmax τ (Jang et al., 2017) 10 Published as a conference paper at ICLR 2025 B.2 NETWORK ARCHITECTURE This section describes the networks used in our method using Py Torch code blocks (Paszke et al., 2019). The state encoder and state-action encoder are described as separate networks for clarity but are trained end-to-end as a single network. The value and policy networks are trained independently from the encoders. 1 import torch 2 import torch.nn as nn 3 import torch.nn.functional as F 4 from functools import partial 5 6 zs_dim = 512 7 za_dim = 256 8 zsa_dim = 512 9 10 def ln_activ(self, x): 11 x = F.layer_norm(x, (x.shape[-1],)) 12 return self.activ(x) State Encoder f Network For image inputs, four convolutional layers are used, each with 32 output channels, kernel size of 3, strides of (2,2,2,1), and ELU activations (Clevert et al., 2015). The convolutional layers are followed by a linear layer taking in the flattened output followed by Layer Norm (Ba et al., 2016) and a final ELU activation. For vector inputs, a three layer multilayer perceptron (MLP) is used, with hidden dimension 512 and Layer Norm followed by ELU activations after each layer. The resulting state embedding zs is trained end-to-end with the state-action encoder. It is also used downstream by the policy network (without propagating gradients). 1 if image_observation_space: 2 self.zs_cnn1 = nn.Conv2d(state_channels, 32, 3, stride=2) 3 self.zs_cnn2 = nn.Conv2d(32, 32, 3, stride=2) 4 self.zs_cnn3 = nn.Conv2d(32, 32, 3, stride=2) 5 self.zs_cnn4 = nn.Conv2d(32, 32, 3, stride=1) 6 # Assumes 84 x 84 input 7 self.zs_lin = nn.Linear(1568, zs_dim) 8 else: 9 self.zs_mlp1 = nn.Linear(state_dim, 512) 10 self.zs_mlp2 = nn.Linear(512, 512) 11 self.zs_mlp3 = nn.Linear(512, zs_dim) 12 13 self.activ = F.elu 14 15 def cnn_forward(self, state): 16 state = state/255. - 0.5 17 zs = self.activ(self.zs_cnn1(state)) 18 zs = self.activ(self.zs_cnn2(zs)) 19 zs = self.activ(self.zs_cnn3(zs)) 20 zs = self.activ(self.zs_cnn4(zs)) 21 zs = zs.reshape(batch_size, 1568) 22 return ln_activ(self.zs_lin(zs)) 23 24 def mlp_forward(self, state): 25 zs = self.ln_activ(self.zs_mlp1(state)) 26 zs = self.ln_activ(self.zs_mlp2(zs)) 27 return self.ln_activ(self.zs_mlp3(zs)) Published as a conference paper at ICLR 2025 State-Action Encoder g Network Action input is processed by a linear layer followed by an ELU activation. Afterwards, the processed action is concatenated with the state embedding and processed by a three layer MLP with hidden dimension 512, and Layer Norm followed by ELU activations after the first two layers. The resulting state-action embedding zsa is used by a linear layer to make predictions about reward, the next state embedding, and the terminal signal. It is also used downstream by the value network (without propagating gradients). 1 self.za = nn.Linear(action_dim, za_dim) 2 self.zsa1 = nn.Linear(zs_dim + za_dim, 512) 3 self.zsa2 = nn.Linear(512, 512) 4 self.zsa3 = nn.Linear(512, zsa_dim) 5 self.model = nn.Linear(zsa_dim, output_dim) 6 self.activ = F.elu 7 8 def forward(self, zs, action): 9 za = self.activ(self.za(action)) 10 zsa = torch.cat([zs, za], 1) 11 zsa = self.ln_activ(self.zsa1(zsa)) 12 zsa = self.ln_activ(self.zsa2(zsa)) 13 zsa = self.zsa3(zsa) 14 return self.model(zsa), zsa Value Q Networks The value network is a four layer MLP with hidden dimension 512, and Layer Norm followed by ELU activations after the first three layers. Two value networks are used with the same network and forward pass. 1 self.l1 = nn.Linear(zsa_dim, 512) 2 self.l2 = nn.Linear(512, 512) 3 self.l3 = nn.Linear(512, 512) 4 self.l4 = nn.Linear(512, 1) 5 self.activ = F.elu 6 7 def forward(self, zsa): 8 q = self.ln_activ(self.l1(zsa)) 9 q = self.ln_activ(self.l2(q)) 10 q = self.ln_activ(self.l3(q)) 11 return self.l4(q) Policy π Network The policy network is a three layer MLP with hidden dimension 512, and Layer Norm followed by Re LU activations after the first two layers. For discrete actions, the final activation is the Gumbel Softmax with τ = 10. For continous actions, the final activation is a tanh function. 1 self.l1 = nn.Linear(zs_dim, 512) 2 self.l2 = nn.Linear(hdim, 512) 3 self.l3 = nn.Linear(512, action_dim) 4 self.activ = F.relu 5 6 if discrete_action_space: 7 self.final_activ = partial(F.gumbel_softmax, tau=10) 8 else: 9 self.final_activ = torch.tanh 10 11 def forward(self, zs): 12 a = self.ln_activ(self.l1(zs)) 13 a = self.ln_activ(self.l2(a)) 14 return self.final_activ(self.l3(a)) Published as a conference paper at ICLR 2025 B.3 ENVIRONMENTS All main experiments were run for 10 seeds (the design study is based on 5 seeds). Evaluations are based on the average performance over 10 episodes, measured every 5k time steps for Gym and DM control and every 100k time steps for Atari. Gym - Locomotion. For the gym locomotion tasks (Todorov et al., 2012; Brockman et al., 2016; Towers et al., 2024), we choose the five most common environments that appear in prior work (Fujimoto et al., 2018; 2024; Haarnoja et al., 2018; Kuznetsov et al., 2020). We use the -v4 version. No preprocessing is applied. When aggregating scores, we use normalize with the TD3 scores obtained from TD7 (Fujimoto et al., 2024): TD3-Normalized(x) = x random score TD3 score random score. (77) Ant-v4 -70.288 3942 Half Cheetah-v4 -289.415 10574 Hopper-v4 18.791 3226 Humanoid-v4 120.423 5165 Walker2d-v4 2.791 3946 DM Control Suite. For the DM control suite (Tassa et al., 2018), we choose the 28 default environments that appear either in the evaluation of TD-MPC2 or Dreamer V3. We omit any custom environments included by the TD-MPC2 authors. The same subset of tasks are used in the evaluation of proprioceptive and visual control. Like prior work, for both observation spaces, we use an action repeat of 2 (Hansen et al., 2024). For visual control, the state (network input) is composed of the previous 3 observations which are resized to 84 84 pixels in RGB format (Tassa et al., 2018). Atari. For the Atari games (Bellemare et al., 2013; Brockman et al., 2016; Towers et al., 2024), we use the 57 games in the Atari-57 benchmark that appears in prior work (Hessel et al., 2018; Schrittwieser et al., 2020; Badia et al., 2020; Hafner et al., 2023). For DQN and Rainbow, two games (Defender and Surround) are missing from the Dopamine framework (Castro et al., 2018) and are omitted. We use the -v5 version. For MR.Q, we use the common preprocessing steps (Mnih et al., 2015; Machado et al., 2018; Castro et al., 2018), where an action repeat of 4 is used and the observations are grayscaled, resized to 84 84 pixels and set to the max between the 3rd and 4th frame. The state (network input) is composed of the previous 4 observations. Consider the 16 frame sequence used by a single state, where fi is the ith grayscaled and resized frame and oj is the jth observation set to the max of two frames action a0 f0,f1, f2,f3 o0=max(f2,f3) , action a1 f4,f5, f6,f7 o1=max(f6,f7) , action a2 f8,f9, f10,f11 o2=max(f10,f11) , action a3 f12,f13, f14,f15 o3=max(f14,f15) , (78) then the state is defined as follows: o0 = max(f2,f3) o1 = max(f6,f7) o2 = max(f10,f11) o3 = max(f14,f15) When aggregating scores, we normalize with Human scores obtained from (Wang et al., 2016): Human-Normalized(x) = x random score Human score random score. (80) Published as a conference paper at ICLR 2025 Random Human Alien 227.8 7127.7 Amidar 5.8 1719.5 Assault 222.4 742.0 Asterix 210.0 8503.3 Asteroids 719.1 47388.7 Atlantis 12850.0 29028.1 Bank Heist 14.2 753.1 Battle Zone 2360.0 37187.5 Beam Rider 363.9 16926.5 Berzerk 123.7 2630.4 Bowling 23.1 160.7 Boxing 0.1 12.1 Breakout 1.7 30.5 Centipede 2090.9 12017.0 Chopper Command 811.0 7387.8 Crazy Climber 10780.5 35829.4 Defender (not used) 2874.5 18688.9 Demon Attack 152.1 1971.0 Double Dunk -18.6 -16.4 Enduro 0.0 860.5 Fishing Derby -91.7 -38.7 Freeway 0.0 29.6 Frostbite 65.2 4334.7 Gopher 257.6 2412.5 Gravitar 173.0 3351.4 Hero 1027.0 30826.4 Ice Hockey -11.2 0.9 Jamesbond 29.0 302.8 Kangaroo 52.0 3035.0 Krull 1598.0 2665.5 Kung Fu Master 258.5 22736.3 Montezuma Revenge 0.0 4753.3 Ms Pacman 307.3 6951.6 Name This Game 2292.3 8049.0 Phoenix 761.4 7242.6 Pitfall -229.4 6463.7 Pong -20.7 14.6 Private Eye 24.9 69571.3 Qbert 163.9 13455.0 Riverraid 1338.5 17118.0 Road Runner 11.5 7845.0 Robotank 2.2 11.9 Seaquest 68.4 42054.7 Skiing -17098.1 -4336.9 Solaris 1236.3 12326.7 Space Invaders 148.0 1668.7 Star Gunner 664.0 10250.0 Surround (not used) -10.0 6.5 Tennis -23.8 -8.3 Time Pilot 3568.0 5229.2 Tutankham 11.4 167.6 Up NDown 533.4 11693.2 Venture 0.0 1187.5 Video Pinball 16256.9 17667.9 Wizard Of Wor 563.5 4756.5 Yars Revenge 3092.9 54576.9 Zaxxon 32.5 9173.3 Published as a conference paper at ICLR 2025 B.4 BASELINES Dreamer V3. (Hafner et al., 2023). Results for Gym and DMC were obtained by re-running the authors code (https://github.com/danijar/dreamerv3 - Commit 251910d04c9f38dd9dc385775bb0d6efa0e57a95) over 10 seeds, using the author-suggested hyperparameters from the DMC benchmark. Code was modified slightly to match our evaluation protocol. Atari results are based on the authors reported results. Dr Q-v2. (Yarats et al., 2022). We use the authors reported results whenever possible. For missing any results, we re-ran the authors code (https://github.com/facebookresearch/drqv2 - Commit c0c650b76c6e5d22a7eb5f2edffd1440fe94f8ef) for 10 seeds. DQN. (Mnih et al., 2015). Results were obtained from the Dopamine framework (Castro et al., 2018). PPO. (Schulman et al., 2017). Results were gathered using Stable Baselines 3 (Raffin et al., 2021) and default hyperparameters. The default MLP policy was used for Gym and DMC-proprioceptive and the default CNN policy was used for DMC-visual and Atari. Rainbow. (Hessel et al., 2018). Results were obtained from the Dopamine framework (Castro et al., 2018). TD-MPC2. (Hansen et al., 2024). Results for DMC were obtained by re-running the authors code on their main branch (https://github.com/nicklashansen/tdmpc2 - Commit 5f6fadec0fec78304b4b53e8171d348b58cac486). As the Gym environments include a termination signal, results for Gym were obtained by running their episodic branch (https://github.com/ nicklashansen/tdmpc2/tree/episodic-rl - Commit 3789fcd5b872079ad610fa3299ff47c3a427a04a). All experiments were run for 10 seeds and use the default author-suggested hyperparameters for all tasks. TD7. (Fujimoto et al., 2024). Results for Gym were obtained from the authors. Results for DMC were obtained by re-running the authors code (https://github.com/sfujim/TD7 - Commit c1c280de1513f474488061b4cf39642b75dd84bd) using our setup for DMC. All experiments use 10 seeds and use the default author-suggested hyperparameters from the Gym benchmark. B.5 SOFTWARE VERSIONS Gymnasium 0.29.1 (Towers et al., 2024) Mu Jo Co 3.2.2 (Todorov et al., 2012) Num Py 2.1.1 (Harris et al., 2020) Python 3.11.8 (Van Rossum & Drake Jr, 1995) Py Torch 2.4.1 (Paszke et al., 2019) Published as a conference paper at ICLR 2025 C COMPLETE MAIN RESULTS Table 4: Gym - Locomotion final results. Final average performance at 1M time steps over 10 seeds. The [bracketed values] represent a 95% bootstrap confidence interval. The aggregate mean, median and interquartile mean (IQM) are computed over the TD3-normalized score (see Appendix B.3). Task TD7 PPO TD-MPC2 Dreamer V3 MR.Q Ant 8509 [8164, 8852] 1584 [1355, 1802] 4751 [3012, 6261] 1947 [1121, 2751] 6901 [6261, 7482] Half Cheetah 17433 [17284, 17550] 1744 [1525, 2120] 15078 [14050, 16012] 5502 [3887, 7117] 12939 [11663, 13762] Hopper 3511 [3245, 3746] 3022 [2587, 3356] 2081 [1233, 2916] 2666 [2071, 3201] 2692 [2131, 3309] Humanoid 7428 [7300, 7555] 477 [431, 522] 6071 [5767, 6327] 4217 [2791, 5481] 10223 [9929, 10498] Walker2d 6096 [5535, 6521] 2487 [1875, 3067] 3008 [1659, 4220] 4519 [3746, 5190] 6039 [5644, 6386] Mean 1.57 [1.54, 1.60] 0.45 [0.41, 0.48] 1.04 [0.90, 1.16] 0.76 [0.67, 0.85] 1.46 [1.41, 1.52] Median 1.55 [1.45, 1.63] 0.41 [0.36, 0.47] 1.18 [0.80, 1.23] 0.81 [0.56, 0.90] 1.53 [1.43, 1.61] IQM 1.54 [1.49, 1.58] 0.41 [0.35, 0.46] 1.05 [0.87, 1.19] 0.72 [0.62, 0.85] 1.50 [1.44, 1.55] 0.0 0.2 0.4 0.6 0.8 1.0 -2k Timesteps (1M) Total Reward 0.0 0.2 0.4 0.6 0.8 1.0 -2.5k Timesteps (1M) Half Cheetah 0.0 0.2 0.4 0.6 0.8 1.0 -500 Timesteps (1M) 0.0 0.2 0.4 0.6 0.8 1.0 -2k Timesteps (1M) 0.0 0.2 0.4 0.6 0.8 1.0 -1k Timesteps (1M) Total Reward MR.Q Dreamer V3 TD-MPC2 PPO TD7 Figure 3: Gym - Locomotion learning curves. Results are over 10 seeds. The shaded area captures a 95% boostrap confidence interval. Published as a conference paper at ICLR 2025 C.2 DMC - PROPRIOCEPTIVE Table 5: DMC - Proprioceptive final results. Final average performance at 500k time steps (1M time steps in the original environment due to action repeat) over 10 seeds. The [bracketed values] represent a 95% bootstrap confidence interval. The aggregate mean, median and interquartile mean (IQM) are computed over the default reward. Task TD7 PPO TD-MPC2 Dreamer V3 MR.Q acrobot-swingup 58 [38, 75] 39 [33, 45] 584 [551, 615] 230 [193, 266] 567 [523, 616] ball in cup-catch 983 [981, 985] 769 [689, 841] 984 [982, 986] 968 [965, 973] 981 [979, 984] cartpole-balance 999 [998, 1000] 999 [1000, 1000] 996 [995, 998] 998 [997, 1000] 999 [999, 1000] cartpole-balance sparse 1000 [1000, 1000] 1000 [1000, 1000] 1000 [1000, 1000] 999 [1000, 1000] 1000 [1000, 1000] cartpole-swingup 869 [866, 873] 776 [661, 853] 875 [870, 880] 736 [591, 838] 866 [866, 866] cartpole-swingup sparse 573 [333, 806] 391 [159, 625] 845 [839, 849] 702 [560, 792] 798 [780, 818] cheetah-run 821 [642, 913] 269 [247, 295] 917 [915, 920] 699 [655, 744] 914 [911, 917] dog-run 69 [36, 101] 26 [26, 28] 265 [166, 342] 4 [4, 5] 569 [547, 595] dog-stand 582 [432, 741] 129 [122, 139] 506 [266, 715] 22 [20, 27] 967 [960, 975] dog-trot 21 [13, 30] 31 [30, 34] 407 [265, 530] 10 [6, 17] 877 [845, 898] dog-walk 52 [19, 116] 40 [37, 43] 486 [240, 704] 17 [15, 21] 916 [908, 924] finger-spin 335 [99, 596] 459 [420, 497] 986 [986, 988] 666 [577, 763] 937 [917, 956] finger-turn easy 912 [774, 983] 182 [153, 211] 979 [975, 983] 906 [883, 927] 953 [931, 974] finger-turn hard 470 [199, 727] 58 [35, 79] 947 [916, 977] 864 [812, 900] 950 [910, 974] fish-swim 86 [64, 120] 103 [84, 128] 659 [615, 706] 813 [808, 819] 792 [773, 810] hopper-hop 87 [25, 160] 10 [0, 23] 425 [368, 500] 116 [66, 165] 251 [195, 301] hopper-stand 670 [466, 829] 128 [56, 216] 952 [944, 958] 747 [669, 806] 951 [948, 955] humanoid-run 57 [23, 92] 0 [1, 1] 181 [121, 231] 0 [1, 1] 200 [170, 236] humanoid-stand 317 [117, 516] 5 [5, 6] 658 [506, 745] 5 [5, 6] 868 [822, 903] humanoid-walk 176 [42, 320] 1 [1, 2] 754 [725, 791] 1 [1, 2] 662 [610, 724] pendulum-swingup 500 [251, 743] 115 [70, 164] 846 [830, 862] 774 [740, 802] 748 [597, 829] quadruped-run 645 [567, 713] 144 [122, 170] 942 [938, 947] 130 [92, 169] 947 [940, 954] quadruped-walk 949 [939, 957] 122 [103, 142] 963 [959, 967] 193 [137, 243] 963 [959, 967] reacher-easy 970 [951, 982] 367 [188, 558] 983 [980, 986] 966 [964, 970] 983 [983, 985] reacher-hard 898 [861, 936] 125 [40, 234] 960 [936, 979] 919 [864, 955] 977 [975, 980] walker-run 804 [783, 825] 97 [91, 104] 854 [851, 859] 510 [430, 588] 793 [765, 815] walker-stand 983 [974, 989] 431 [363, 495] 991 [990, 994] 941 [934, 948] 988 [987, 990] walker-walk 977 [975, 980] 283 [253, 312] 981 [979, 984] 898 [875, 919] 978 [978, 980] Mean 566 [544, 590] 254 [241, 267] 783 [769, 797] 530 [520, 539] 835 [829, 842] Median 613 [548, 718] 127 [112, 145] 896 [893, 899] 700 [644, 741] 927 [914, 934] IQM 612 [569, 657] 154 [135, 167] 868 [860, 880] 577 [557, 594] 907 [903, 914] Published as a conference paper at ICLR 2025 Total Reward acrobot-swingup ball in cup-catch cartpole-balance cartpole-balance sparse Total Reward cartpole-swingup cartpole-swingup sparse cheetah-run Total Reward finger-spin Total Reward finger-turn easy finger-turn hard Total Reward hopper-stand humanoid-run humanoid-stand humanoid-walk Total Reward pendulum-swingup quadruped-run quadruped-walk reacher-easy 0.0 0.1 0.2 0.3 0.4 0.5 0 Timesteps (1M) Total Reward reacher-hard 0.0 0.1 0.2 0.3 0.4 0.5 -200 Timesteps (1M) 0.0 0.1 0.2 0.3 0.4 0.5 0 Timesteps (1M) walker-stand 0.0 0.1 0.2 0.3 0.4 0.5 0 Timesteps (1M) walker-walk MR.Q Dreamer V3 TD-MPC2 PPO TD7 Figure 4: DMC - Proprioceptive learning curves. Time steps consider the number of environment interactions, where 500k time steps equals 1M frames in the original environment. Results are over 10 seeds. The shaded area captures a 95% boostrap confidence interval. Published as a conference paper at ICLR 2025 C.3 DMC - VISUAL Table 6: DMC - Visual final results. Final average performance at 500k time steps (1M time steps in the original environment due to action repeat) over 10 seeds. The [bracketed values] represent a 95% bootstrap confidence interval. The aggregate mean, median and interquartile mean (IQM) are computed over the default reward. Task Dr Q-v2 PPO TD-MPC2 Dreamer V3 MR.Q acrobot-swingup 168 [127, 219] 2 [1, 4] 197 [179, 217] 121 [106, 145] 287 [254, 316] ball in cup-catch 909 [821, 973] 105 [5, 282] 932 [899, 961] 971 [969, 973] 977 [975, 980] cartpole-balance 993 [990, 996] 353 [231, 485] 972 [948, 991] 998 [997, 1000] 999 [999, 999] cartpole-balance sparse 962 [887, 1000] 487 [233, 751] 1000 [1000, 1000] 999 [999, 1000] 1000 [1000, 1000] cartpole-swingup 864 [854, 873] 596 [437, 723] 690 [521, 813] 725 [603, 807] 868 [860, 875] cartpole-swingup sparse 774 [741, 805] 0 [0, 0] 636 [404, 804] 547 [351, 726] 797 [777, 816] cheetah-run 728 [701, 753] 155 [110, 210] 431 [267, 556] 618 [576, 661] 775 [752, 807] dog-run 10 [9, 12] 11 [9, 14] 14 [10, 18] 9 [6, 14] 60 [44, 80] dog-stand 43 [37, 49] 51 [48, 56] 117 [72, 148] 61 [30, 92] 216 [201, 232] dog-trot 14 [11, 18] 13 [12, 15] 20 [14, 25] 14 [13, 16] 65 [55, 79] dog-walk 22 [18, 29] 16 [14, 18] 22 [17, 28] 11 [11, 12] 77 [71, 83] finger-spin 860 [787, 922] 241 [107, 377] 786 [492, 984] 656 [544, 765] 965 [938, 982] finger-turn easy 503 [399, 615] 189 [144, 233] 562 [317, 779] 491 [447, 542] 953 [927, 974] finger-turn hard 223 [121, 340] 60 [1, 120] 903 [870, 940] 494 [401, 571] 932 [905, 957] fish-swim 84 [65, 107] 77 [64, 92] 43 [21, 64] 90 [84, 96] 79 [68, 93] hopper-hop 224 [170, 278] 0 [0, 0] 187 [119, 238] 205 [125, 287] 270 [230, 315] hopper-stand 917 [903, 931] 1 [0, 2] 582 [321, 794] 888 [875, 900] 852 [703, 930] humanoid-run 1 [1, 1] 1 [1, 1] 0 [1, 1] 1 [1, 1] 1 [1, 2] humanoid-stand 6 [7, 7] 6 [6, 7] 5 [5, 7] 5 [5, 7] 7 [7, 8] humanoid-walk 2 [2, 2] 1 [1, 1] 1 [1, 2] 1 [2, 2] 2 [2, 3] pendulum-swingup 838 [813, 861] 0 [0, 1] 748 [574, 850] 761 [709, 807] 829 [816, 842] quadruped-run 459 [412, 507] 118 [98, 139] 262 [184, 330] 328 [255, 397] 498 [476, 522] quadruped-walk 750 [699, 796] 149 [113, 184] 246 [179, 310] 316 [260, 379] 833 [797, 867] reacher-easy 938 [903, 973] 113 [55, 192] 956 [932, 978] 735 [678, 796] 979 [978, 982] reacher-hard 705 [580, 831] 10 [0, 30] 911 [867, 946] 338 [227, 461] 965 [945, 977] walker-run 546 [475, 612] 39 [35, 44] 665 [566, 719] 669 [615, 708] 615 [571, 655] walker-stand 980 [977, 984] 253 [210, 310] 937 [907, 962] 969 [966, 973] 980 [977, 985] walker-walk 766 [489, 957] 47 [40, 56] 958 [952, 965] 942 [936, 949] 970 [968, 973] Mean 510 [497, 523] 110 [98, 125] 492 [471, 512] 463 [452, 475] 602 [595, 608] Median 626 [528, 665] 49 [32, 53] 572 [419, 654] 493 [420, 532] 813 [779, 822] IQM 545 [519, 564] 58 [46, 67] 501 [458, 537] 452 [430, 473] 692 [678, 703] Published as a conference paper at ICLR 2025 Total Reward acrobot-swingup ball in cup-catch cartpole-balance cartpole-balance sparse Total Reward cartpole-swingup cartpole-swingup sparse cheetah-run Total Reward finger-spin Total Reward finger-turn easy finger-turn hard Total Reward hopper-stand humanoid-run humanoid-stand humanoid-walk Total Reward pendulum-swingup quadruped-run quadruped-walk reacher-easy 0.0 0.1 0.2 0.3 0.4 0.5 0 Timesteps (1M) Total Reward reacher-hard 0.0 0.1 0.2 0.3 0.4 0.5 -100 Timesteps (1M) 0.0 0.1 0.2 0.3 0.4 0.5 0 Timesteps (1M) walker-stand 0.0 0.1 0.2 0.3 0.4 0.5 0 Timesteps (1M) walker-walk MR.Q Dreamer V3 TD-MPC2 PPO Dr Q-v2 Figure 5: DMC - Visual learning curves. Time steps consider the number of environment interactions, where 500k time steps equals 1M frames in the original environment. Results are over 10 seeds. The shaded area captures a 95% boostrap confidence interval. Published as a conference paper at ICLR 2025 Table 7: Atari final results. Final average performance at 2.5M time steps (10M time steps in the original environment due to action repeat) over 10 seeds. The [bracketed values] represent a 95% bootstrap confidence interval. The aggregate mean, median and interquartile mean (IQM) are computed over the human-normalized score. Task DQN Rainbow PPO Dreamer V3 MR.Q Alien 925 [879, 968] 1220 [1191, 1268] 320 [251, 383] 4838 [3863, 5813] 2834 [2241, 3388] Amidar 178 [169, 186] 301 [280, 330] 126 [90, 167] 470 [419, 524] 595 [525, 657] Assault 988 [957, 1011] 1430 [1392, 1475] 423 [271, 581] 3518 [2969, 4179] 1296 [1254, 1343] Asterix 2381 [2313, 2469] 2699 [2598, 2783] 296 [216, 403] 7319 [6251, 8354] 3358 [3004, 3797] Asteroids 423 [408, 436] 754 [711, 816] 206 [180, 232] 1359 [1243, 1482] 715 [638, 796] Atlantis 7365 [6893, 7742] 80837 [51139, 126780] 2000 [2000, 2000] 664529 [197588, 973362] 556845 [469425, 660043] Bank Heist 474 [448, 493] 895 [889, 901] 187 [41, 421] 801 [691, 1002] 809 [639, 960] Battle Zone 3598 [3235, 3878] 20209 [17157, 22375] 2200 [1460, 3100] 22599 [21055, 24669] 19880 [13450, 26060] Beam Rider 869 [728, 1065] 5982 [5664, 6268] 479 [348, 581] 5635 [3161, 7962] 2299 [1921, 2813] Berzerk 488 [466, 508] 443 [413, 484] 384 [310, 469] 758 [681, 823] 523 [456, 588] Bowling 29 [27, 32] 44 [36, 52] 51 [38, 60] 101 [69, 138] 59 [45, 72] Boxing 37 [31, 44] 68 [66, 71] -3 [-6, 0] 97 [97, 99] 96 [95, 97] Breakout 21 [19, 25] 41 [40, 44] 9 [8, 11] 137 [110, 162] 34 [28, 42] Centipede 2832 [2418, 3215] 4992 [4784, 5138] 4239 [2222, 6622] 20067 [17410, 22758] 17835 [16161, 19817] Chopper Command 997 [971, 1022] 2265 [2160, 2357] 688 [501, 878] 15172 [12940, 17219] 5748 [4822, 6651] Crazy Climber 64611 [46203, 78709] 103539 [99749, 106850] 896 [174, 1727] 132811 [128446, 135930] 116954 [111371, 122032] Defender 116954 [111371, 122032] 116954 [111371, 122032] 1333 [705, 2094] 34187 [29814, 39261] 40457 [36892, 43638] Demon Attack 1503 [1282, 1690] 2477 [2269, 2678] 139 [116, 165] 4836 [3443, 6231] 5924 [4491, 7289] Double Dunk -18 [-20, -18] -18 [-19, -19] -1 [-3, 0] 21 [20, 22] -10 [-15, -9] Enduro 589 [567, 617] 1601 [1555, 1635] 13 [9, 17] 476 [175, 782] 1845 [1758, 1938] Fishing Derby -42 [-62, -17] 10 [5, 15] -89 [-91, -87] 40 [32, 47] 10 [2, 18] Freeway 8 [0, 19] 32 [32, 32] 15 [11, 18] 19 [6, 32] 32 [32, 32] Frostbite 269 [238, 294] 2510 [2040, 2823] 245 [231, 259] 5183 [2151, 8291] 4561 [3299, 5740] Gopher 1470 [1316, 1590] 4279 [4139, 4425] 126 [80, 174] 38711 [26066, 48187] 19174 [14932, 23587] Gravitar 167 [153, 183] 202 [184, 218] 63 [31, 98] 831 [768, 900] 397 [320, 490] Hero 2679 [2404, 2945] 9323 [7914, 10863] 1741 [1062, 2302] 20582 [19845, 21583] 13450 [11915, 14781] Ice Hockey -9 [-10, -9] -5 [-6, -5] -8 [-10, -8] 14 [13, 16] 0 [-1, 2] Jamesbond 47 [42, 52] 514 [509, 520] 85 [62, 106] 836 [568, 1119] 624 [588, 662] Kangaroo 539 [525, 553] 5501 [3853, 7151] 402 [280, 520] 8825 [5234, 12418] 9807 [7851, 11591] Krull 4229 [3942, 4490] 5972 [5903, 6047] 421 [136, 735] 23092 [14679, 28172] 9309 [8646, 9953] Kung Fu Master 15997 [13182, 18813] 18074 [16041, 20864] 52 [18, 95] 70703 [50114, 94578] 29369 [26954, 31595] Montezuma Revenge 0 [0, 0] 0 [0, 0] 0 [0, 0] 1310 [598, 2180] 50 [0, 140] Ms Pacman 2187 [2121, 2247] 2347 [2292, 2403] 457 [352, 578] 4484 [3539, 5511] 4922 [4191, 5843] Name This Game 4000 [3814, 4187] 8604 [8252, 8931] 1084 [663, 1501] 15742 [14542, 17103] 8693 [8071, 9199] Phoenix 4948 [4236, 5627] 4830 [4707, 4968] 101 [81, 120] 15827 [14903, 16429] 5173 [5025, 5322] Pitfall -60 [-89, -35] -14 [-29, -6] -16 [-38, -2] 0 [0, 0] -20 [-60, 0] Pong -4 [-14, 3] 15 [14, 16] -5 [-8, -3] 16 [16, 17] 17 [16, 19] Private Eye 118 [78, 181] 111 [78, 166] -17 [-592, 762] 3046 [975, 5118] 100 [100, 100] Qbert 1658 [1246, 2139] 5353 [4363, 6783] 484 [393, 570] 16807 [16073, 17564] 3938 [3210, 4327] Riverraid 3198 [3167, 3222] 4272 [4060, 4440] 1045 [833, 1241] 9160 [8177, 10077] 10791 [9307, 12511] Road Runner 27980 [27269, 28692] 33412 [32459, 34435] 723 [454, 940] 66453 [40606, 104163] 49579 [47425, 51426] Robotank 4 [4, 5] 19 [18, 20] 4 [2, 6] 51 [47, 55] 13 [12, 15] Seaquest 299 [277, 318] 1641 [1621, 1661] 250 [214, 282] 3416 [2665, 4426] 3522 [2401, 4850] Skiing -19568 [-19793, -19362] -24070 [-25305, -22667] -27901 [-30000, -23704] -30043 [-30394, -29764] -30000 [-30000, -30000] Solaris 1645 [1480, 1804] 1289 [1143, 1451] 0 [0, 2] 2340 [1882, 2799] 1103 [799, 1430] Space Invaders 663 [651, 675] 743 [721, 764] 294 [235, 354] 1433 [1039, 1943] 701 [626, 768] Star Gunner 692 [662, 719] 1488 [1470, 1506] 415 [316, 499] 2090 [1678, 2649] 3488 [1032, 8241] Surround 3488 [1032, 8241] 3488 [1032, 8241] -9 [-10, -10] 5 [4, 7] -2 [-4, -2] Tennis -21 [-24, -19] -1 [-2, 0] -20 [-22, -19] -3 [-11, 0] 0 [0, 0] Time Pilot 1539 [1479, 1613] 2703 [2627, 2787] 548 [450, 690] 7779 [3128, 13016] 4382 [4208, 4528] Tutankham 112 [97, 123] 179 [165, 191] 29 [17, 43] 253 [240, 269] 164 [145, 185] Up NDown 7669 [7116, 8147] 12397 [11489, 13312] 595 [428, 737] 284807 [178615, 391388] 73095 [40836, 108810] Venture 25 [6, 45] 19 [14, 25] 2 [0, 6] 0 [0, 0] 112 [0, 304] Video Pinball 5129 [4611, 5649] 26245 [23075, 29067] 1005 [0, 2485] 22345 [20669, 23955] 53826 [40600, 67972] Wizard Of Wor 481 [396, 542] 2213 [1827, 2617] 225 [185, 264] 7086 [6518, 7730] 2599 [2259, 2942] Yars Revenge 9426 [9177, 9656] 10708 [10405, 11071] 1891 [925, 2964] 62209 [57783, 67113] 34861 [29734, 40020] Zaxxon 112 [15, 230] 3661 [3131, 4192] 0 [0, 0] 17347 [15320, 19385] 8850 [8045, 9740] Mean 0.25 [0.24, 0.26] 1.08 [1.02, 1.14] -0.09 [-0.10, -0.07] 3.74 [3.29, 4.13] 2.54 [2.34, 2.75] Median 0.12 [0.10, 0.12] 0.40 [0.40, 0.47] 0.01 [0.00, 0.01] 1.25 [1.11, 1.47] 0.96 [0.78, 0.98] IQM 0.17 [0.16, 0.17] 0.61 [0.60, 0.62] 0.02 [0.01, 0.02] 1.46 [1.34, 1.51] 0.90 [0.88, 0.94] Published as a conference paper at ICLR 2025 Total Reward 0 1k 2k 3k 4k Total Reward Battle Zone 20 60 100 140 Total Reward 0 5k 10k 15k 20k Chopper Command Crazy Climber 1k 3k 5k 7k Demon Attack Total Reward Double Dunk Fishing Derby Total Reward Total Reward Kung Fu Master Montezuma Revenge 0 4k 8k 12k 16k Name This Game -400 -300 -200 -100 Total Reward Private Eye 2.5k 7.5k 12.5k 17.5k 25k 75k 125k 175k Road Runner Total Reward Space Invaders Star Gunner Frames (1M) Total Reward Frames (1M) Frames (1M) 0 5 10 -50k 50k 150k 250k 350k Frames (1M) Frames (1M) 0 5 10 -10k Frames (1M) Video Pinball Frames (1M) Total Reward Wizard Of Wor 0 5 10 -10k Frames (1M) Yars Revenge 0 5 10 -2.5k 2.5k 7.5k 12.5k 17.5k Frames (1M) MR.Q Dreamer V3 PPO Rainbow DQN Figure 6: Atari learning curves. Time steps consider the number of environment interactions, where 2.5M time steps equals 10M frames in the original environment. Results are over 10 seeds. The shaded area captures a 95% boostrap confidence interval. Published as a conference paper at ICLR 2025 D COMPLETE ABLATION RESULTS In this section, we show a per-environment breakdown of each variation in the design study in Section 5.2. Each table reports the raw score for each environment. The [bracketed values] represent a 95% bootstrap confidence interval. The aggregate mean, median and interquartile mean (IQM) are computed over the the difference in the normalized score. We use TD3 to normalize for Gym, raw scores divided by 1000 for DMC and human scores to normalize for Atari (see Appendix B.3). Highlighting is used to designate the scale of the difference in normalized score: ( 0.5) [ 0.2, 0.5) [ 0.01, 0.2) [0.01,0.2) [0.2,0.5) ( 0.5) Task MR.Q Linear value function Dynamics target No target encoder Ant 6901 [6261, 7482] 1844 [1663, 2018] 5867 [5543, 6289] 3970 [2468, 5509] Half Cheetah 12939 [11663, 13762] 3383 [3054, 3732] 14019 [13746, 14285] 12838 [12459, 13266] Hopper 2692 [2131, 3309] 968 [720, 1210] 2890 [2030, 3747] 3007 [2164, 3852] Humanoid 10223 [9929, 10498] 461 [395, 532] 8370 [7651, 8988] 305 [272, 356] Walker2d 6039 [5644, 6386] 1117 [999, 1238] 5844 [5146, 6477] 5944 [5570, 6323] Mean - -1.17 [-1.19, -1.15] -0.10 [-0.17, -0.04] -0.53 [-0.60, -0.46] Median - -1.25 [-1.28, -1.21] -0.05 [-0.23, 0.09] -0.02 [-0.16, 0.02] IQM - -1.13 [-1.15, -1.11] -0.08 [-0.19, 0.01] -0.25 [-0.37, -0.16] Task MR.Q Revert Non-linear model MSE reward loss Ant 6901 [6261, 7482] -422 [-1770, 846] 7215 [6971, 7466] 7153 [5991, 7815] Half Cheetah 12939 [11663, 13762] -658 [-750, -604] 13370 [12649, 14053] 14413 [14096, 14710] Hopper 2692 [2131, 3309] 103 [39, 189] 2492 [1835, 3424] 2869 [2090, 3689] Humanoid 10223 [9929, 10498] 189 [104, 277] 10257 [9612, 10688] 10592 [10017, 10983] Walker2d 6039 [5644, 6386] 260 [-5, 638] 5548 [4980, 6117] 6626 [5256, 7984] Mean - -1.47 [-1.54, -1.39] -0.01 [-0.07, 0.03] 0.10 [-0.02, 0.19] Median - -1.47 [-1.53, -1.37] 0.01 [-0.03, 0.08] 0.07 [0.00, 0.17] IQM - -1.51 [-1.58, -1.39] -0.01 [-0.05, 0.04] 0.09 [-0.01, 0.18] Task MR.Q No reward scaling No min No LAP Ant 6901 [6261, 7482] 6866 [6227, 7547] 6936 [6582, 7329] 6817 [6616, 7039] Half Cheetah 12939 [11663, 13762] 13502 [13333, 13673] 14143 [13819, 14515] 13185 [13085, 13299] Hopper 2692 [2131, 3309] 2551 [2090, 3064] 2113 [1728, 2626] 2681 [1883, 3465] Humanoid 10223 [9929, 10498] 9515 [8520, 10245] 10528 [10202, 10837] 8441 [6206, 9738] Walker2d 6039 [5644, 6386] 5743 [5362, 6102] 4293 [3547, 5107] 5463 [4134, 6376] Mean - -0.04 [-0.09, 0.02] -0.09 [-0.16, -0.01] -0.10 [-0.24, -0.00] Median - -0.04 [-0.11, 0.04] 0.01 [-0.08, 0.07] -0.02 [-0.12, 0.02] IQM - -0.04 [-0.10, 0.03] -0.04 [-0.10, 0.02] -0.06 [-0.18, 0.00] Task MR.Q No MR 1-step return No unroll Ant 6901 [6261, 7482] 4195 [2573, 5819] 7757 [7729, 7799] 7528 [7224, 7830] Half Cheetah 12939 [11663, 13762] 11249 [9238, 12495] 13123 [10691, 14653] 14409 [13817, 15002] Hopper 2692 [2131, 3309] 1877 [1524, 2153] 2737 [2131, 3343] 2578 [1857, 3414] Humanoid 10223 [9929, 10498] 3942 [3262, 4624] 2328 [1491, 3337] 10617 [10504, 10731] Walker2d 6039 [5644, 6386] 4155 [3251, 4897] 4747 [3197, 6229] 6077 [5752, 6355] Mean - -0.56 [-0.69, -0.43] -0.33 [-0.46, -0.21] 0.07 [0.01, 0.14] Median - -0.48 [-0.71, -0.27] 0.01 [-0.21, 0.16] 0.08 [0.06, 0.16] IQM - -0.47 [-0.66, -0.28] -0.10 [-0.32, 0.12] 0.07 [0.04, 0.15] Published as a conference paper at ICLR 2025 D.2 DMC - PROPRIOCEPTIVE Task MR.Q Linear value function Dynamics target No target encoder acrobot-swingup 567 [517, 621] 30 [15, 46] 626 [578, 684] 16 [9, 25] ball in cup-catch 981 [979, 983] 820 [658, 922] 980 [978, 983] 569 [436, 719] cartpole-balance 999 [999, 1000] 449 [380, 520] 999 [999, 1000] 992 [986, 997] cartpole-balance sparse 1000 [1000, 1000] 183 [142, 224] 1000 [1000, 1000] 1000 [1000, 1000] cartpole-swingup 866 [866, 866] 267 [225, 310] 869 [866, 876] 852 [840, 861] cartpole-swingup sparse 798 [779, 818] 12 [5, 22] 817 [809, 832] 0 [0, 0] cheetah-run 914 [911, 917] 394 [376, 411] 919 [919, 921] 904 [899, 910] dog-run 569 [546, 595] 11 [5, 18] 254 [202, 305] 11 [8, 16] dog-stand 967 [959, 975] 22 [17, 29] 672 [520, 830] 36 [27, 51] dog-trot 877 [845, 898] 15 [11, 20] 319 [279, 365] 12 [8, 19] dog-walk 916 [908, 924] 13 [11, 18] 312 [247, 396] 10 [7, 15] finger-spin 937 [917, 958] 736 [670, 825] 942 [916, 971] 869 [698, 963] finger-turn easy 953 [928, 975] 238 [157, 319] 947 [900, 979] 624 [509, 756] finger-turn hard 950 [908, 974] 23 [1, 63] 923 [878, 966] 431 [301, 563] fish-swim 792 [772, 811] 83 [65, 102] 410 [307, 493] 97 [65, 129] hopper-hop 251 [201, 295] 10 [4, 17] 199 [131, 265] 0 [0, 1] hopper-stand 951 [948, 955] 66 [30, 102] 639 [413, 866] 4 [3, 7] humanoid-run 200 [169, 236] 1 [1, 1] 1 [1, 1] 1 [1, 1] humanoid-stand 868 [823, 907] 6 [5, 7] 7 [6, 8] 7 [6, 9] humanoid-walk 662 [609, 721] 1 [1, 2] 2 [2, 3] 2 [2, 3] pendulum-swingup 748 [594, 830] 357 [114, 617] 826 [812, 840] 784 [706, 834] quadruped-run 947 [940, 954] 172 [93, 252] 942 [930, 951] 829 [757, 895] quadruped-walk 963 [959, 968] 91 [52, 141] 939 [935, 943] 952 [946, 960] reacher-easy 983 [983, 985] 802 [722, 877] 984 [983, 986] 983 [981, 986] reacher-hard 977 [975, 979] 853 [778, 914] 970 [965, 976] 975 [972, 979] walker-run 793 [766, 816] 238 [207, 274] 730 [585, 814] 776 [757, 792] walker-stand 988 [987, 990] 859 [780, 921] 988 [985, 991] 988 [986, 991] walker-walk 978 [978, 980] 504 [397, 613] 975 [975, 977] 974 [973, 976] Mean - -0.58 [-0.59, -0.56] -0.15 [-0.15, -0.15] -0.35 [-0.35, -0.34] Median - -0.58 [-0.64, -0.57] -0.01 [-0.02, -0.00] -0.22 [-0.23, -0.21] IQM - -0.62 [-0.64, -0.60] -0.05 [-0.06, -0.03] -0.27 [-0.29, -0.25] Task MR.Q Revert Non-linear model MSE reward loss acrobot-swingup 567 [517, 621] 11 [8, 18] 553 [478, 629] 577 [547, 612] ball in cup-catch 981 [979, 983] 301 [233, 365] 982 [982, 984] 983 [982, 985] cartpole-balance 999 [999, 1000] 272 [206, 332] 999 [999, 1000] 999 [998, 1000] cartpole-balance sparse 1000 [1000, 1000] 197 [177, 214] 1000 [1000, 1000] 1000 [1000, 1000] cartpole-swingup 866 [866, 866] 191 [99, 263] 866 [866, 867] 865 [865, 866] cartpole-swingup sparse 798 [779, 818] 0 [0, 0] 824 [809, 839] 812 [786, 834] cheetah-run 914 [911, 917] 74 [31, 123] 909 [906, 913] 910 [907, 915] dog-run 569 [546, 595] 3 [4, 4] 588 [516, 646] 527 [513, 545] dog-stand 967 [959, 975] 22 [18, 29] 962 [938, 982] 964 [958, 971] dog-trot 877 [845, 898] 4 [3, 5] 868 [816, 914] 861 [831, 886] dog-walk 916 [908, 924] 4 [4, 6] 920 [915, 925] 724 [473, 882] finger-spin 937 [917, 958] 0 [0, 1] 868 [767, 951] 907 [875, 947] finger-turn easy 953 [928, 975] 159 [60, 280] 972 [968, 978] 935 [894, 977] finger-turn hard 950 [908, 974] 60 [20, 100] 931 [887, 975] 947 [910, 969] fish-swim 792 [772, 811] 71 [53, 90] 790 [754, 824] 793 [766, 821] hopper-hop 251 [201, 295] 0 [0, 1] 288 [222, 332] 174 [119, 230] hopper-stand 951 [948, 955] 5 [3, 8] 848 [664, 945] 854 [707, 936] humanoid-run 200 [169, 236] 1 [1, 1] 205 [191, 221] 91 [45, 121] humanoid-stand 868 [823, 907] 7 [7, 8] 811 [712, 878] 214 [14, 566] humanoid-walk 662 [609, 721] 1 [2, 2] 668 [590, 734] 77 [3, 224] pendulum-swingup 748 [594, 830] 61 [20, 103] 819 [802, 836] 827 [811, 843] quadruped-run 947 [940, 954] 87 [40, 145] 944 [934, 954] 949 [941, 956] quadruped-walk 963 [959, 968] 81 [36, 130] 963 [961, 967] 966 [961, 971] reacher-easy 983 [983, 985] 789 [727, 856] 983 [982, 984] 964 [927, 984] reacher-hard 977 [975, 979] 526 [361, 695] 953 [914, 976] 976 [974, 978] walker-run 793 [766, 816] 25 [22, 31] 795 [784, 811] 778 [709, 821] walker-stand 988 [987, 990] 221 [179, 264] 983 [971, 991] 988 [987, 990] walker-walk 978 [978, 980] 33 [23, 46] 974 [972, 978] 967 [948, 979] Mean - -0.72 [-0.73, -0.72] -0.00 [-0.02, 0.01] -0.06 [-0.08, -0.05] Median - -0.78 [-0.80, -0.76] -0.00 [-0.00, 0.00] -0.00 [-0.01, 0.00] IQM - -0.78 [-0.78, -0.76] -0.00 [-0.01, 0.00] -0.01 [-0.02, -0.00] Published as a conference paper at ICLR 2025 Task MR.Q No reward scaling No min No LAP acrobot-swingup 567 [517, 621] 593 [532, 672] 623 [572, 673] 566 [520, 612] ball in cup-catch 981 [979, 983] 983 [982, 984] 982 [980, 984] 981 [980, 984] cartpole-balance 999 [999, 1000] 998 [999, 999] 999 [1000, 1000] 999 [998, 1000] cartpole-balance sparse 1000 [1000, 1000] 1000 [1000, 1000] 1000 [1000, 1000] 992 [982, 1000] cartpole-swingup 866 [866, 866] 865 [864, 866] 868 [866, 874] 865 [865, 866] cartpole-swingup sparse 798 [779, 818] 647 [318, 822] 799 [780, 812] 796 [779, 810] cheetah-run 914 [911, 917] 911 [909, 914] 910 [893, 921] 908 [905, 913] dog-run 569 [546, 595] 586 [546, 613] 577 [540, 610] 536 [499, 573] dog-stand 967 [959, 975] 959 [940, 979] 946 [917, 969] 971 [966, 976] dog-trot 877 [845, 898] 817 [713, 903] 846 [767, 906] 842 [764, 897] dog-walk 916 [908, 924] 901 [890, 917] 747 [447, 908] 899 [886, 914] finger-spin 937 [917, 958] 873 [768, 947] 926 [907, 950] 915 [892, 948] finger-turn easy 953 [928, 975] 977 [973, 982] 976 [972, 980] 975 [967, 983] finger-turn hard 950 [908, 974] 946 [905, 969] 894 [833, 953] 949 [909, 972] fish-swim 792 [772, 811] 745 [663, 809] 785 [763, 810] 788 [754, 826] hopper-hop 251 [201, 295] 343 [263, 477] 336 [322, 352] 347 [265, 431] hopper-stand 951 [948, 955] 934 [912, 948] 935 [926, 947] 941 [935, 948] humanoid-run 200 [169, 236] 184 [149, 214] 198 [175, 225] 202 [191, 212] humanoid-stand 868 [823, 907] 810 [655, 899] 833 [793, 871] 880 [856, 900] humanoid-walk 662 [609, 721] 665 [589, 765] 597 [292, 808] 697 [561, 828] pendulum-swingup 748 [594, 830] 816 [790, 838] 825 [811, 839] 815 [792, 836] quadruped-run 947 [940, 954] 951 [944, 958] 946 [941, 951] 937 [927, 947] quadruped-walk 963 [959, 968] 966 [961, 971] 959 [942, 972] 955 [942, 967] reacher-easy 983 [983, 985] 964 [926, 984] 983 [981, 986] 983 [982, 986] reacher-hard 977 [975, 979] 971 [968, 975] 978 [974, 982] 974 [969, 981] walker-run 793 [766, 816] 804 [783, 820] 806 [779, 821] 812 [803, 822] walker-stand 988 [987, 990] 989 [988, 990] 989 [986, 992] 986 [985, 987] walker-walk 978 [978, 980] 979 [978, 980] 978 [976, 980] 977 [974, 980] Mean - -0.01 [-0.02, 0.00] -0.01 [-0.02, 0.01] 0.00 [-0.00, 0.01] Median - -0.00 [-0.00, 0.00] -0.00 [-0.00, 0.00] -0.00 [-0.00, 0.00] IQM - -0.00 [-0.00, 0.00] -0.00 [-0.00, 0.00] -0.00 [-0.00, 0.00] Task MR.Q No MR 1-step return No unroll acrobot-swingup 567 [517, 621] 576 [483, 665] 440 [360, 528] 515 [455, 598] ball in cup-catch 981 [979, 983] 981 [980, 984] 984 [983, 985] 982 [981, 984] cartpole-balance 999 [999, 1000] 994 [991, 999] 999 [1000, 1000] 999 [999, 1000] cartpole-balance sparse 1000 [1000, 1000] 1000 [1000, 1000] 961 [886, 1000] 1000 [1000, 1000] cartpole-swingup 866 [866, 866] 870 [864, 878] 881 [879, 882] 864 [861, 867] cartpole-swingup sparse 798 [779, 818] 684 [528, 814] 845 [845, 847] 818 [811, 831] cheetah-run 914 [911, 917] 871 [823, 907] 922 [921, 924] 909 [908, 911] dog-run 569 [546, 595] 68 [63, 75] 299 [196, 360] 514 [473, 554] dog-stand 967 [959, 975] 494 [452, 530] 606 [344, 865] 955 [944, 971] dog-trot 877 [845, 898] 65 [49, 80] 725 [679, 756] 857 [833, 883] dog-walk 916 [908, 924] 102 [81, 122] 788 [739, 832] 920 [905, 934] finger-spin 937 [917, 958] 888 [731, 975] 983 [977, 988] 880 [781, 940] finger-turn easy 953 [928, 975] 947 [913, 974] 980 [979, 982] 950 [917, 976] finger-turn hard 950 [908, 974] 846 [756, 926] 968 [958, 976] 947 [907, 971] fish-swim 792 [772, 811] 706 [683, 727] 498 [323, 651] 709 [618, 783] hopper-hop 251 [201, 295] 85 [33, 142] 364 [336, 394] 297 [169, 442] hopper-stand 951 [948, 955] 365 [233, 491] 952 [947, 959] 949 [944, 955] humanoid-run 200 [169, 236] 1 [1, 2] 190 [124, 241] 192 [172, 214] humanoid-stand 868 [823, 907] 201 [9, 517] 753 [665, 838] 858 [806, 913] humanoid-walk 662 [609, 721] 84 [3, 247] 761 [689, 827] 675 [593, 772] pendulum-swingup 748 [594, 830] 827 [812, 842] 823 [807, 841] 819 [793, 843] quadruped-run 947 [940, 954] 871 [793, 933] 945 [940, 950] 950 [944, 955] quadruped-walk 963 [959, 968] 951 [943, 962] 962 [958, 968] 962 [955, 969] reacher-easy 983 [983, 985] 980 [979, 983] 984 [984, 986] 981 [976, 986] reacher-hard 977 [975, 979] 949 [909, 974] 980 [979, 983] 954 [913, 978] walker-run 793 [766, 816] 780 [769, 790] 835 [827, 843] 780 [702, 825] walker-stand 988 [987, 990] 983 [980, 988] 990 [990, 992] 988 [988, 990] walker-walk 978 [978, 980] 976 [975, 977] 979 [977, 982] 975 [969, 981] Mean - -0.19 [-0.19, -0.18] -0.04 [-0.05, -0.02] -0.01 [-0.01, -0.00] Median - -0.05 [-0.08, -0.01] 0.00 [0.00, 0.00] -0.00 [-0.00, 0.00] IQM - -0.06 [-0.08, -0.05] 0.00 [-0.00, 0.01] -0.00 [-0.01, -0.00] Published as a conference paper at ICLR 2025 D.3 DMC - VISUAL Task MR.Q Linear value function Dynamics target No target encoder acrobot-swingup 287 [253, 317] 15 [5, 22] 296 [281, 323] 16 [0, 38] ball in cup-catch 977 [975, 980] 644 [328, 904] 972 [965, 976] 605 [496, 726] cartpole-balance 999 [999, 999] 306 [254, 349] 998 [998, 999] 978 [947, 997] cartpole-balance sparse 1000 [1000, 1000] 243 [183, 327] 1000 [1000, 1000] 1000 [1000, 1000] cartpole-swingup 868 [861, 875] 229 [181, 294] 861 [859, 865] 689 [487, 808] cartpole-swingup sparse 797 [777, 818] 4 [0, 14] 267 [0, 801] 0 [0, 0] cheetah-run 775 [752, 805] 230 [159, 294] 831 [761, 875] 745 [723, 784] dog-run 60 [44, 80] 19 [17, 22] 36 [34, 39] 10 [6, 20] dog-stand 216 [201, 233] 76 [70, 82] 191 [155, 247] 60 [44, 89] dog-trot 65 [54, 79] 19 [16, 24] 46 [42, 53] 9 [9, 10] dog-walk 77 [70, 83] 30 [26, 33] 62 [57, 72] 16 [10, 21] finger-spin 965 [938, 982] 789 [598, 923] 786 [672, 931] 929 [893, 981] finger-turn easy 953 [925, 974] 132 [98, 200] 876 [691, 969] 898 [855, 969] finger-turn hard 932 [905, 957] 66 [0, 100] 859 [777, 963] 492 [385, 577] fish-swim 79 [67, 93] 69 [45, 109] 71 [38, 106] 65 [49, 84] hopper-hop 270 [229, 317] 1 [0, 2] 184 [165, 204] 2 [0, 6] hopper-stand 852 [705, 932] 7 [3, 11] 911 [900, 922] 5 [3, 9] humanoid-run 1 [1, 2] 1 [1, 1] 1 [1, 2] 1 [1, 1] humanoid-stand 7 [7, 8] 5 [4, 8] 6 [5, 8] 7 [6, 8] humanoid-walk 2 [2, 3] 1 [1, 2] 2 [1, 3] 1 [1, 2] pendulum-swingup 829 [815, 842] 97 [0, 192] 749 [632, 840] 191 [93, 287] quadruped-run 498 [474, 523] 131 [77, 187] 488 [468, 517] 575 [566, 594] quadruped-walk 833 [796, 868] 105 [57, 155] 717 [445, 895] 817 [790, 868] reacher-easy 979 [978, 982] 605 [398, 868] 977 [973, 981] 979 [970, 986] reacher-hard 965 [945, 977] 288 [195, 473] 975 [971, 978] 970 [963, 975] walker-run 615 [571, 655] 158 [133, 193] 531 [463, 577] 611 [590, 631] walker-stand 980 [977, 984] 707 [601, 881] 982 [981, 984] 984 [979, 988] walker-walk 970 [968, 973] 350 [228, 529] 904 [850, 951] 965 [957, 972] Mean - -0.41 [-0.42, -0.39] -0.05 [-0.05, -0.04] -0.15 [-0.15, -0.15] Median - -0.37 [-0.44, -0.37] -0.01 [-0.01, -0.00] -0.03 [-0.05, -0.03] IQM - -0.42 [-0.43, -0.38] -0.02 [-0.02, -0.01] -0.05 [-0.06, -0.04] Task MR.Q Revert Non-linear model MSE reward loss acrobot-swingup 287 [253, 317] 19 [13, 23] 279 [235, 314] 265 [242, 294] ball in cup-catch 977 [975, 980] 195 [91, 297] 973 [970, 977] 974 [969, 978] cartpole-balance 999 [999, 999] 190 [163, 212] 999 [999, 999] 998 [998, 1000] cartpole-balance sparse 1000 [1000, 1000] 346 [193, 639] 1000 [1000, 1000] 1000 [1000, 1000] cartpole-swingup 868 [861, 875] 115 [82, 175] 849 [819, 873] 876 [875, 878] cartpole-swingup sparse 797 [777, 818] 0 [0, 0] 768 [684, 824] 33 [0, 60] cheetah-run 775 [752, 805] 69 [36, 129] 763 [757, 770] 732 [712, 757] dog-run 60 [44, 80] 3 [3, 4] 37 [36, 40] 36 [33, 38] dog-stand 216 [201, 233] 17 [16, 19] 200 [193, 207] 195 [187, 208] dog-trot 65 [54, 79] 5 [4, 6] 51 [47, 56] 47 [44, 50] dog-walk 77 [70, 83] 6 [6, 8] 69 [62, 78] 63 [58, 71] finger-spin 965 [938, 982] 1 [0, 2] 907 [841, 971] 924 [884, 980] finger-turn easy 953 [925, 974] 133 [99, 200] 932 [889, 977] 844 [786, 881] finger-turn hard 932 [905, 957] 66 [0, 100] 938 [903, 967] 900 [867, 964] fish-swim 79 [67, 93] 53 [47, 60] 67 [55, 79] 75 [59, 105] hopper-hop 270 [229, 317] 0 [0, 2] 308 [257, 368] 102 [14, 151] hopper-stand 852 [705, 932] 4 [3, 8] 935 [929, 942] 919 [914, 925] humanoid-run 1 [1, 2] 1 [1, 1] 1 [1, 1] 1 [1, 1] humanoid-stand 7 [7, 8] 6 [5, 7] 6 [6, 8] 7 [7, 8] humanoid-walk 2 [2, 3] 1 [1, 2] 2 [2, 3] 1 [1, 2] pendulum-swingup 829 [815, 842] 66 [0, 100] 820 [795, 844] 581 [94, 842] quadruped-run 498 [474, 523] 86 [69, 120] 555 [514, 578] 516 [478, 544] quadruped-walk 833 [796, 868] 76 [34, 100] 762 [727, 788] 835 [751, 880] reacher-easy 979 [978, 982] 583 [395, 684] 939 [900, 979] 979 [976, 984] reacher-hard 965 [945, 977] 33 [0, 100] 868 [753, 956] 941 [879, 976] walker-run 615 [571, 655] 35 [29, 39] 612 [593, 633] 596 [505, 643] walker-stand 980 [977, 984] 280 [269, 294] 982 [977, 987] 983 [984, 984] walker-walk 970 [968, 973] 22 [19, 25] 951 [917, 972] 969 [961, 976] Mean - -0.52 [-0.52, -0.51] -0.01 [-0.02, -0.00] -0.05 [-0.07, -0.04] Median - -0.68 [-0.72, -0.62] -0.01 [-0.01, -0.00] -0.01 [-0.01, 0.00] IQM - -0.57 [-0.58, -0.56] -0.01 [-0.01, -0.00] -0.01 [-0.01, -0.00] Published as a conference paper at ICLR 2025 Task MR.Q No reward scaling No min No LAP acrobot-swingup 287 [253, 317] 323 [275, 368] 332 [301, 391] 280 [235, 354] ball in cup-catch 977 [975, 980] 973 [971, 977] 975 [974, 976] 971 [966, 978] cartpole-balance 999 [999, 999] 999 [999, 999] 998 [998, 999] 998 [997, 999] cartpole-balance sparse 1000 [1000, 1000] 1000 [1000, 1000] 1000 [1000, 1000] 1000 [1000, 1000] cartpole-swingup 868 [861, 875] 860 [829, 877] 879 [879, 880] 798 [785, 821] cartpole-swingup sparse 797 [777, 818] 813 [805, 823] 805 [763, 829] 764 [736, 799] cheetah-run 775 [752, 805] 720 [678, 758] 751 [734, 762] 706 [670, 741] dog-run 60 [44, 80] 61 [49, 73] 42 [37, 51] 62 [45, 91] dog-stand 216 [201, 233] 317 [239, 387] 228 [224, 232] 279 [229, 315] dog-trot 65 [54, 79] 65 [55, 79] 50 [48, 53] 58 [56, 61] dog-walk 77 [70, 83] 89 [83, 96] 86 [69, 106] 91 [85, 101] finger-spin 965 [938, 982] 903 [776, 975] 870 [709, 982] 940 [864, 979] finger-turn easy 953 [925, 974] 873 [775, 954] 963 [952, 975] 844 [785, 879] finger-turn hard 932 [905, 957] 923 [885, 962] 933 [874, 976] 932 [858, 974] fish-swim 79 [67, 93] 73 [59, 87] 54 [49, 61] 63 [49, 89] hopper-hop 270 [229, 317] 244 [204, 298] 255 [244, 275] 186 [152, 204] hopper-stand 852 [705, 932] 911 [888, 926] 923 [902, 945] 884 [877, 896] humanoid-run 1 [1, 2] 1 [1, 1] 1 [1, 1] 1 [1, 2] humanoid-stand 7 [7, 8] 7 [6, 8] 6 [5, 8] 10 [6, 18] humanoid-walk 2 [2, 3] 2 [2, 4] 2 [2, 4] 2 [2, 3] pendulum-swingup 829 [815, 842] 823 [798, 846] 831 [809, 843] 829 [808, 841] quadruped-run 498 [474, 523] 505 [471, 545] 539 [500, 578] 463 [428, 485] quadruped-walk 833 [796, 868] 823 [781, 867] 849 [745, 909] 799 [713, 905] reacher-easy 979 [978, 982] 962 [924, 983] 953 [897, 981] 948 [885, 980] reacher-hard 965 [945, 977] 972 [970, 975] 936 [872, 975] 973 [973, 974] walker-run 615 [571, 655] 600 [544, 632] 666 [643, 682] 662 [629, 725] walker-stand 980 [977, 984] 986 [984, 989] 982 [975, 988] 984 [984, 985] walker-walk 970 [968, 973] 970 [968, 974] 970 [968, 972] 972 [964, 979] Mean - -0.00 [-0.01, 0.01] 0.00 [-0.01, 0.01] -0.01 [-0.02, -0.01] Median - -0.00 [-0.00, 0.00] 0.00 [-0.00, 0.00] -0.00 [-0.01, 0.00] IQM - -0.00 [-0.00, 0.00] 0.00 [-0.00, 0.00] -0.01 [-0.02, 0.00] Task MR.Q No MR 1-step return No unroll acrobot-swingup 287 [253, 317] 362 [305, 421] 91 [76, 112] 126 [77, 159] ball in cup-catch 977 [975, 980] 898 [746, 977] 980 [979, 982] 976 [973, 980] cartpole-balance 999 [999, 999] 998 [998, 999] 998 [998, 1000] 998 [999, 999] cartpole-balance sparse 1000 [1000, 1000] 1000 [1000, 1000] 1000 [1000, 1000] 1000 [1000, 1000] cartpole-swingup 868 [861, 875] 871 [864, 878] 858 [835, 875] 872 [863, 879] cartpole-swingup sparse 797 [777, 818] 459 [139, 780] 712 [685, 759] 529 [0, 816] cheetah-run 775 [752, 805] 782 [765, 805] 675 [674, 677] 753 [679, 845] dog-run 60 [44, 80] 22 [21, 24] 30 [21, 43] 45 [36, 56] dog-stand 216 [201, 233] 137 [127, 148] 160 [143, 191] 209 [195, 217] dog-trot 65 [54, 79] 32 [29, 36] 29 [25, 32] 47 [46, 49] dog-walk 77 [70, 83] 42 [36, 50] 55 [33, 67] 67 [63, 76] finger-spin 965 [938, 982] 887 [757, 965] 984 [978, 989] 738 [588, 960] finger-turn easy 953 [925, 974] 694 [539, 805] 942 [874, 979] 869 [766, 962] finger-turn hard 932 [905, 957] 622 [436, 825] 908 [872, 974] 902 [780, 973] fish-swim 79 [67, 93] 72 [60, 93] 64 [58, 72] 67 [55, 90] hopper-hop 270 [229, 317] 192 [166, 216] 248 [231, 280] 242 [219, 270] hopper-stand 852 [705, 932] 918 [897, 935] 877 [820, 915] 925 [907, 940] humanoid-run 1 [1, 2] 1 [1, 2] 1 [1, 2] 1 [1, 1] humanoid-stand 7 [7, 8] 7 [7, 8] 7 [6, 9] 7 [5, 9] humanoid-walk 2 [2, 3] 2 [2, 3] 2 [2, 3] 2 [2, 3] pendulum-swingup 829 [815, 842] 819 [787, 844] 828 [811, 839] 665 [382, 811] quadruped-run 498 [474, 523] 478 [432, 515] 456 [424, 476] 398 [326, 465] quadruped-walk 833 [796, 868] 701 [663, 731] 666 [627, 720] 730 [663, 769] reacher-easy 979 [978, 982] 978 [976, 981] 972 [948, 985] 978 [977, 980] reacher-hard 965 [945, 977] 545 [214, 858] 978 [972, 982] 893 [776, 967] walker-run 615 [571, 655] 568 [538, 599] 672 [639, 730] 656 [619, 696] walker-stand 980 [977, 984] 974 [962, 986] 986 [982, 991] 983 [981, 987] walker-walk 970 [968, 973] 955 [948, 964] 971 [967, 978] 971 [971, 972] Mean - -0.07 [-0.09, -0.03] -0.03 [-0.03, -0.02] -0.04 [-0.06, -0.01] Median - -0.02 [-0.03, -0.01] -0.01 [-0.01, -0.00] -0.01 [-0.01, -0.00] IQM - -0.03 [-0.03, -0.01] -0.01 [-0.02, -0.01] -0.02 [-0.02, -0.01] Published as a conference paper at ICLR 2025 Task MR.Q Linear value function Dynamics target No target encoder Alien 2471 [1848, 3155] 596 [561, 631] 1176 [1138, 1215] 2040 [1585, 2495] Amidar 443 [376, 499] 48 [38, 61] 214 [182, 247] 249 [232, 268] Assault 1125 [1094, 1160] 366 [359, 374] 911 [906, 917] 1057 [880, 1234] Asterix 2216 [2081, 2346] 810 [585, 1035] 1940 [1865, 2015] 2407 [1860, 2955] Asteroids 602 [493, 689] 609 [595, 623] 776 [716, 837] 765 [591, 939] Atlantis 445022 [282338, 630730] 17683 [13080, 20330] 529745 [145750, 913740] 76930 [76090, 77770] Bank Heist 542 [348, 749] 93 [76, 111] 646 [326, 966] 40 [38, 43] Battle Zone 16520 [10560, 22760] 11300 [11100, 11500] 8250 [2100, 14400] 4600 [2500, 6700] Beam Rider 2007 [1855, 2194] 584 [528, 642] 1201 [1015, 1387] 1468 [1298, 1639] Berzerk 430 [383, 472] 315 [216, 415] 381 [359, 403] 359 [275, 444] Bowling 50 [37, 65] 31 [31, 33] 81 [81, 82] 40 [33, 48] Boxing 95 [94, 97] 39 [37, 42] 90 [88, 93] 92 [89, 96] Breakout 25 [21, 32] 3 [2, 4] 9 [8, 11] 1 [1, 2] Centipede 14954 [13541, 16508] 6709 [6207, 7213] 7853 [7680, 8026] 5167 [3661, 6674] Chopper Command 4348 [3756, 5002] 890 [780, 1000] 3055 [2870, 3240] 1385 [1060, 1710] Crazy Climber 104766 [99290, 109629] 23016 [21610, 25010] 92455 [84000, 100910] 40240 [29150, 51330] Defender 25962 [23406, 29182] 7825 [5640, 10010] 17592 [9290, 25895] 11627 [5745, 17510] Demon Attack 4660 [4072, 5241] 1608 [1365, 1852] 281 [242, 322] 278 [204, 352] Double Dunk -9 [-11, -9] -18 [-24, -13] -15 [-22, -10] -20 [-21, -19] Enduro 1480 [1378, 1592] 343 [319, 368] 622 [621, 623] 690 [667, 713] Fishing Derby -34 [-43, -27] -90 [-96, -86] -64 [-66, -62] -81 [-87, -75] Freeway 31 [31, 32] 20 [19, 23] 32 [33, 33] 11 [0, 22] Frostbite 4003 [2871, 5163] 198 [198, 198] 268 [267, 269] 824 [258, 1390] Gopher 4936 [3923, 5730] 598 [524, 672] 853 [832, 874] 4371 [3794, 4948] Gravitar 275 [232, 322] 190 [130, 250] 352 [250, 455] 60 [40, 80] Hero 8391 [6845, 10060] 615 [112, 1118] 7560 [7560, 7560] 2200 [1377, 3024] Ice Hockey -2 [-3, -1] -15 [-16, -15] -6 [-10, -4] -8 [-10, -6] Jamesbond 551 [534, 573] 46 [40, 50] 412 [310, 515] 102 [80, 125] Kangaroo 4833 [2716, 7064] 555 [520, 590] 6830 [600, 13060] 685 [590, 780] Krull 8660 [8198, 9147] 6078 [5777, 6379] 7460 [6961, 7959] 9088 [8624, 9552] Kung Fu Master 26150 [21973, 30490] 10400 [9320, 11480] 17020 [7520, 26520] 12130 [11280, 12980] Montezuma Revenge 12 [0, 34] 0 [0, 0] 0 [0, 0] 0 [0, 0] Ms Pacman 4395 [3799, 5002] 826 [757, 896] 2950 [2490, 3410] 3171 [1873, 4469] Name This Game 7511 [7085, 7911] 2339 [2258, 2436] 6660 [6568, 6752] 7015 [6396, 7634] Phoenix 4843 [4635, 5033] 570 [286, 854] 3996 [3843, 4150] 4260 [3944, 4577] Pitfall -8 [-19, -1] -25 [-50, 0] 0 [0, 0] -66 [-122, -12] Pong 15 [13, 17] -20 [-21, -20] 14 [14, 16] -10 [-19, -2] Private Eye 100 [100, 100] 45 [0, 90] 100 [100, 100] 90 [80, 100] Qbert 3600 [2554, 4366] 256 [228, 285] 493 [488, 500] 747 [615, 880] Riverraid 7362 [7062, 7630] 1997 [1829, 2165] 6860 [6391, 7330] 6342 [5450, 7234] Road Runner 27152 [19731, 34480] 3245 [2410, 4080] 21835 [20960, 22710] 35120 [33050, 37190] Robotank 10 [9, 13] 7 [3, 11] 7 [4, 10] 6 [3, 9] Seaquest 2660 [2055, 3579] 305 [214, 400] 895 [834, 956] 1227 [378, 2076] Skiing -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] Solaris 1262 [863, 1686] 480 [0, 960] 710 [378, 1042] 1219 [1198, 1240] Space Invaders 478 [429, 524] 242 [230, 255] 303 [263, 344] 296 [269, 323] Star Gunner 1146 [996, 1437] 1060 [880, 1240] 960 [920, 1000] 970 [960, 980] Surround -6 [-7, -5] -9 [-9, -9] -7 [-8, -7] -7 [-9, -6] Tennis 0 [-1, 0] -24 [-24, -24] -5 [-10, 0] 0 [0, 0] Time Pilot 3101 [2772, 3482] 2525 [1430, 3620] 2525 [2040, 3010] 1710 [1020, 2400] Tutankham 130 [124, 139] 90 [86, 95] 164 [150, 179] 78 [2, 155] Up NDown 26477 [11956, 43260] 3180 [2321, 4040] 3045 [2667, 3424] 4523 [4422, 4625] Venture 0 [0, 0] 65 [0, 130] 0 [0, 0] 0 [0, 0] Video Pinball 18826 [15048, 23233] 12994 [10570, 15419] 9170 [7880, 10460] 19734 [14479, 24989] Wizard Of Wor 1918 [1706, 2154] 635 [480, 790] 1260 [670, 1850] 1440 [930, 1950] Yars Revenge 27299 [23434, 30493] 6404 [6391, 6417] 23613 [16984, 30244] 21163 [21047, 21280] Zaxxon 3820 [2577, 4854] 0 [0, 0] 690 [0, 1380] 0 [0, 0] Mean - -1.35 [-1.41, -1.29] -0.38 [-0.81, 0.05] -0.86 [-0.89, -0.83] Median - -0.42 [-0.55, -0.42] -0.16 [-0.16, -0.11] -0.18 [-0.19, -0.12] IQM - -0.56 [-0.60, -0.55] -0.20 [-0.22, -0.15] -0.26 [-0.27, -0.25] Published as a conference paper at ICLR 2025 Task MR.Q Revert Non-linear model MSE reward loss Alien 2471 [1848, 3155] 66 [32, 100] 2167 [1426, 3169] 734 [617, 856] Amidar 443 [376, 499] 39 [19, 60] 466 [364, 570] 157 [140, 177] Assault 1125 [1094, 1160] 366 [359, 374] 1033 [998, 1068] 923 [873, 987] Asterix 2216 [2081, 2346] 492 [425, 560] 1987 [1560, 2414] 2503 [2050, 3040] Asteroids 602 [493, 689] 249 [239, 259] 563 [424, 740] 765 [624, 952] Atlantis 445022 [282338, 630730] 7310 [3140, 11480] 444370 [241216, 647524] 87410 [31610, 153510] Bank Heist 542 [348, 749] 14 [0, 28] 1006 [961, 1042] 245 [195, 309] Battle Zone 16520 [10560, 22760] 3550 [3300, 3800] 23820 [20300, 26200] 4566 [3900, 5200] Beam Rider 2007 [1855, 2194] 546 [510, 582] 1904 [1777, 2046] 1489 [1446, 1543] Berzerk 430 [383, 472] 315 [275, 355] 527 [498, 579] 334 [295, 398] Bowling 50 [37, 65] 41 [27, 55] 69 [58, 82] 30 [27, 35] Boxing 95 [94, 97] 29 [21, 38] 95 [91, 98] 93 [89, 98] Breakout 25 [21, 32] 2 [1, 3] 17 [17, 18] 11 [7, 18] Centipede 14954 [13541, 16508] 2877 [2821, 2933] 10053 [6514, 13594] 11624 [8061, 16184] Chopper Command 4348 [3756, 5002] 530 [420, 640] 2918 [2006, 3830] 2806 [1610, 3570] Crazy Climber 104766 [99290, 109629] 1700 [0, 3400] 103950 [98066, 110282] 107220 [104990, 109150] Defender 25962 [23406, 29182] 1917 [1780, 2055] 24283 [22936, 25425] 15231 [7875, 21485] Demon Attack 4660 [4072, 5241] 149 [147, 151] 2467 [1370, 3548] 311 [288, 331] Double Dunk -9 [-11, -9] -23 [-24, -23] -10 [-14, -8] -10 [-14, -9] Enduro 1480 [1378, 1592] 3 [0, 6] 1117 [1059, 1173] 800 [694, 899] Fishing Derby -34 [-43, -27] -86 [-91, -82] -33 [-36, -30] -71 [-75, -66] Freeway 31 [31, 32] 0 [0, 0] 31 [31, 32] 30 [30, 31] Frostbite 4003 [2871, 5163] 170 [151, 190] 2693 [834, 4491] 3954 [266, 7285] Gopher 4936 [3923, 5730] 385 [280, 490] 7216 [3645, 11049] 2484 [886, 3514] Gravitar 275 [232, 322] 82 [80, 85] 309 [156, 419] 140 [50, 310] Hero 8391 [6845, 10060] 0 [0, 0] 7635 [7577, 7693] 933 [0, 2799] Ice Hockey -2 [-3, -1] -14 [-17, -11] -1 [-2, -1] -8 [-9, -7] Jamesbond 551 [534, 573] 60 [45, 75] 495 [462, 538] 355 [280, 455] Kangaroo 4833 [2716, 7064] 80 [0, 160] 5732 [3148, 7954] 2793 [540, 7060] Krull 8660 [8198, 9147] 10 [0, 20] 8396 [8178, 8593] 8886 [7771, 9458] Kung Fu Master 26150 [21973, 30490] 1815 [130, 3500] 24644 [19158, 30310] 19536 [12710, 31840] Montezuma Revenge 12 [0, 34] 0 [0, 0] 240 [80, 400] 0 [0, 0] Ms Pacman 4395 [3799, 5002] 283 [182, 385] 3721 [3169, 4499] 1457 [1382, 1549] Name This Game 7511 [7085, 7911] 2675 [2609, 2742] 6162 [5941, 6450] 6091 [5656, 6475] Phoenix 4843 [4635, 5033] 728 [517, 939] 4611 [4300, 4800] 3638 [3317, 3959] Pitfall -8 [-19, -1] -1012 [-2000, -24] -3 [-9, 0] -22 [-68, 0] Pong 15 [13, 17] -20 [-21, -21] 16 [15, 19] 13 [8, 17] Private Eye 100 [100, 100] 50 [20, 80] 100 [100, 100] 33 [0, 100] Qbert 3600 [2554, 4366] 137 [125, 150] 4295 [4006, 4586] 861 [785, 968] Riverraid 7362 [7062, 7630] 1660 [1131, 2190] 6679 [5053, 7770] 3418 [482, 6556] Road Runner 27152 [19731, 34480] 0 [0, 0] 26678 [19418, 32016] 24583 [15870, 35950] Robotank 10 [9, 13] 2 [3, 3] 10 [8, 13] 8 [2, 13] Seaquest 2660 [2055, 3579] 134 [20, 248] 2344 [1541, 3450] 1676 [368, 2336] Skiing -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] Solaris 1262 [863, 1686] 878 [8, 1748] 1280 [498, 2062] 870 [370, 1736] Space Invaders 478 [429, 524] 207 [198, 216] 536 [405, 667] 253 [235, 278] Star Gunner 1146 [996, 1437] 930 [710, 1150] 1014 [994, 1048] 976 [960, 1000] Surround -6 [-7, -5] -9 [-9, -9] -5 [-7, -5] -8 [-9, -8] Tennis 0 [-1, 0] -12 [-24, -2] 0 [-1, 0] -2 [-5, 0] Time Pilot 3101 [2772, 3482] 2195 [2040, 2350] 3822 [3282, 4418] 2376 [2070, 2880] Tutankham 130 [124, 139] 14 [0, 30] 138 [127, 151] 37 [0, 112] Up NDown 26477 [11956, 43260] 1692 [1526, 1859] 34574 [9812, 71080] 4568 [4174, 4972] Venture 0 [0, 0] 0 [0, 0] 74 [0, 210] 0 [0, 0] Video Pinball 18826 [15048, 23233] 6961 [6299, 7623] 14689 [10497, 17911] 11244 [9717, 12780] Wizard Of Wor 1918 [1706, 2154] 575 [550, 600] 1852 [1650, 2062] 1190 [1000, 1430] Yars Revenge 27299 [23434, 30493] 148 [0, 297] 29495 [25242, 32299] 14267 [10884, 16770] Zaxxon 3820 [2577, 4854] 0 [0, 0] 3144 [1128, 5118] 0 [0, 0] Mean - -1.69 [-1.70, -1.67] -0.07 [-0.32, 0.18] -0.79 [-0.86, -0.73] Median - -0.63 [-0.64, -0.63] -0.01 [-0.02, 0.00] -0.24 [-0.24, -0.17] IQM - -0.67 [-0.69, -0.65] -0.02 [-0.05, 0.00] -0.23 [-0.24, -0.20] Published as a conference paper at ICLR 2025 Task MR.Q No reward scaling No min No LAP Alien 2471 [1848, 3155] 2074 [1402, 2821] 2375 [1921, 3052] 2265 [1784, 2768] Amidar 443 [376, 499] 402 [345, 454] 567 [465, 686] 361 [291, 428] Assault 1125 [1094, 1160] 1235 [1140, 1330] 1154 [967, 1254] 1095 [1027, 1170] Asterix 2216 [2081, 2346] 2476 [2051, 2901] 2881 [2600, 3045] 2503 [2250, 2800] Asteroids 602 [493, 689] 614 [520, 711] 769 [713, 878] 509 [447, 568] Atlantis 445022 [282338, 630730] 608658 [262742, 946168] 386213 [77480, 941750] 329941 [196522, 506576] Bank Heist 542 [348, 749] 490 [176, 806] 304 [205, 436] 235 [136, 388] Battle Zone 16520 [10560, 22760] 13660 [8040, 18780] 21300 [20100, 22200] 13650 [9270, 17290] Beam Rider 2007 [1855, 2194] 1989 [1947, 2031] 1989 [1948, 2016] 1543 [1194, 1840] Berzerk 430 [383, 472] 427 [361, 524] 601 [398, 708] 531 [464, 593] Bowling 50 [37, 65] 78 [66, 88] 38 [28, 50] 68 [58, 78] Boxing 95 [94, 97] 91 [87, 96] 95 [92, 97] 95 [94, 97] Breakout 25 [21, 32] 22 [20, 26] 27 [24, 30] 21 [18, 25] Centipede 14954 [13541, 16508] 15952 [12806, 19014] 11288 [8365, 16843] 12236 [9602, 14654] Chopper Command 4348 [3756, 5002] 2796 [2228, 3378] 3283 [2330, 4770] 3490 [2724, 4341] Crazy Climber 104766 [99290, 109629] 105014 [94550, 112412] 110046 [107390, 113610] 88805 [77424, 100499] Defender 25962 [23406, 29182] 30912 [27871, 33695] 32336 [27280, 38695] 32385 [29809, 34752] Demon Attack 4660 [4072, 5241] 4893 [4282, 5345] 2468 [712, 3513] 4280 [2797, 6098] Double Dunk -9 [-11, -9] -11 [-14, -8] -9 [-13, -7] -11 [-14, -9] Enduro 1480 [1378, 1592] 1450 [1311, 1593] 967 [0, 1461] 1117 [883, 1287] Fishing Derby -34 [-43, -27] -22 [-25, -20] -17 [-28, -13] -35 [-46, -27] Freeway 31 [31, 32] 25 [13, 32] 32 [31, 34] 32 [32, 32] Frostbite 4003 [2871, 5163] 3247 [1532, 4771] 2401 [267, 4457] 1595 [644, 2511] Gopher 4936 [3923, 5730] 5802 [1467, 13322] 11774 [7552, 18634] 11483 [4836, 23229] Gravitar 275 [232, 322] 256 [215, 305] 393 [185, 570] 329 [286, 382] Hero 8391 [6845, 10060] 8775 [7575, 11125] 7594 [7525, 7670] 7519 [7379, 7640] Ice Hockey -2 [-3, -1] -3 [-5, -2] -2 [-3, -1] -5 [-7, -4] Jamesbond 551 [534, 573] 543 [460, 610] 546 [470, 650] 471 [406, 528] Kangaroo 4833 [2716, 7064] 6148 [3412, 8600] 8033 [5540, 9390] 4616 [2392, 6998] Krull 8660 [8198, 9147] 8878 [7898, 9491] 8430 [6464, 9987] 8535 [8189, 8924] Kung Fu Master 26150 [21973, 30490] 24292 [18954, 29568] 25553 [23960, 27040] 23422 [21084, 25671] Montezuma Revenge 12 [0, 34] 0 [0, 0] 190 [100, 370] 20 [0, 50] Ms Pacman 4395 [3799, 5002] 4086 [3847, 4413] 3860 [3394, 4470] 3602 [3051, 4116] Name This Game 7511 [7085, 7911] 8323 [7308, 9338] 7992 [7194, 8458] 7681 [6795, 8351] Phoenix 4843 [4635, 5033] 4940 [4541, 5255] 4780 [4605, 5008] 4717 [4388, 5016] Pitfall -8 [-19, -1] 0 [0, 0] 0 [0, 0] -1 [-3, 0] Pong 15 [13, 17] 15 [14, 18] 18 [19, 19] 13 [10, 17] Private Eye 100 [100, 100] 40 [0, 80] 125 [100, 177] 50 [20, 80] Qbert 3600 [2554, 4366] 2848 [1410, 4287] 6567 [4638, 7722] 3365 [2590, 4045] Riverraid 7362 [7062, 7630] 6669 [5104, 7779] 7464 [7213, 7688] 6191 [5522, 6889] Road Runner 27152 [19731, 34480] 37306 [32906, 40582] 38703 [35530, 45050] 33950 [27807, 39559] Robotank 10 [9, 13] 15 [13, 17] 15 [10, 19] 10 [7, 13] Seaquest 2660 [2055, 3579] 1998 [1141, 2626] 2005 [1596, 2348] 1421 [986, 1782] Skiing -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] Solaris 1262 [863, 1686] 1175 [660, 1770] 772 [216, 1606] 886 [637, 1106] Space Invaders 478 [429, 524] 458 [431, 493] 515 [488, 532] 494 [459, 530] Star Gunner 1146 [996, 1437] 1074 [964, 1266] 11993 [1240, 22010] 991 [976, 1005] Surround -6 [-7, -5] -5 [-7, -5] -5 [-6, -4] -7 [-9, -5] Tennis 0 [-1, 0] 0 [0, 0] 6 [-4, 20] 0 [0, 0] Time Pilot 3101 [2772, 3482] 3118 [2620, 3618] 4433 [4190, 4830] 3616 [2880, 4259] Tutankham 130 [124, 139] 144 [87, 184] 156 [154, 160] 125 [99, 150] Up NDown 26477 [11956, 43260] 13859 [6662, 21316] 37177 [17986, 54020] 17527 [8653, 28247] Venture 0 [0, 0] 0 [0, 0] 0 [0, 0] 0 [0, 0] Video Pinball 18826 [15048, 23233] 18345 [15176, 21920] 22721 [18131, 28516] 20490 [14091, 27791] Wizard Of Wor 1918 [1706, 2154] 1906 [1070, 2984] 1790 [1560, 2010] 1549 [1375, 1708] Yars Revenge 27299 [23434, 30493] 27358 [21924, 31727] 26211 [21118, 33567] 24249 [20860, 27018] Zaxxon 3820 [2577, 4854] 1336 [0, 3300] 6746 [4940, 7760] 1488 [369, 2733] Mean - 0.18 [-0.25, 0.56] 0.13 [-0.10, 0.58] -0.13 [-0.38, 0.14] Median - -0.00 [-0.01, 0.00] 0.01 [0.00, 0.04] -0.03 [-0.07, -0.00] IQM - -0.01 [-0.02, 0.03] 0.03 [0.03, 0.06] -0.04 [-0.08, -0.01] Published as a conference paper at ICLR 2025 Task MR.Q No MR 1-step return No unroll Alien 2471 [1848, 3155] 2886 [2458, 3315] 1342 [1226, 1454] 3056 [2300, 3614] Amidar 443 [376, 499] 312 [204, 421] 240 [213, 287] 385 [335, 471] Assault 1125 [1094, 1160] 1105 [1075, 1142] 1045 [904, 1134] 1079 [1003, 1140] Asterix 2216 [2081, 2346] 2298 [1920, 2731] 2708 [2110, 3710] 2388 [2190, 2740] Asteroids 602 [493, 689] 485 [387, 584] 723 [689, 783] 581 [406, 766] Atlantis 445022 [282338, 630730] 12834 [9038, 17186] 60986 [25200, 87460] 57426 [40850, 88730] Bank Heist 542 [348, 749] 404 [73, 726] 123 [77, 160] 783 [231, 1080] Battle Zone 16520 [10560, 22760] 22000 [12100, 29080] 4700 [3600, 5800] 23733 [19600, 26100] Beam Rider 2007 [1855, 2194] 1849 [1726, 2004] 1438 [1213, 1604] 1389 [1274, 1535] Berzerk 430 [383, 472] 437 [333, 537] 361 [290, 400] 443 [399, 489] Bowling 50 [37, 65] 84 [73, 95] 44 [30, 67] 72 [60, 88] Boxing 95 [94, 97] 92 [89, 95] 93 [92, 95] 95 [94, 96] Breakout 25 [21, 32] 15 [14, 18] 14 [7, 23] 27 [17, 44] Centipede 14954 [13541, 16508] 10517 [9157, 11949] 8927 [7098, 10732] 11984 [11005, 13691] Chopper Command 4348 [3756, 5002] 3394 [3140, 3764] 2520 [1980, 2900] 2866 [1670, 3990] Crazy Climber 104766 [99290, 109629] 83734 [71466, 93070] 66980 [65140, 70490] 104076 [82650, 114820] Defender 25962 [23406, 29182] 14469 [9247, 18763] 9658 [3245, 17870] 34718 [29120, 44180] Demon Attack 4660 [4072, 5241] 746 [527, 994] 1861 [1675, 1990] 2840 [2064, 3618] Double Dunk -9 [-11, -9] -14 [-18, -11] -7 [-10, -6] -11 [-14, -10] Enduro 1480 [1378, 1592] 897 [784, 1075] 1064 [1055, 1069] 1075 [1018, 1131] Fishing Derby -34 [-43, -27] -21 [-30, -8] -82 [-95, -64] -54 [-63, -45] Freeway 31 [31, 32] 26 [13, 33] 32 [32, 33] 32 [32, 33] Frostbite 4003 [2871, 5163] 3098 [1645, 4358] 1231 [254, 3182] 4182 [3473, 5451] Gopher 4936 [3923, 5730] 1833 [1552, 2114] 5597 [4242, 6512] 4746 [2378, 6822] Gravitar 275 [232, 322] 89 [0, 267] 166 [70, 310] 270 [145, 415] Hero 8391 [6845, 10060] 7584 [7548, 7644] 7594 [7544, 7676] 6879 [5384, 7694] Ice Hockey -2 [-3, -1] -5 [-8, -4] -6 [-8, -5] -2 [-4, -1] Jamesbond 551 [534, 573] 433 [406, 462] 518 [495, 545] 546 [460, 625] Kangaroo 4833 [2716, 7064] 7508 [5608, 9500] 6940 [1520, 10460] 9166 [8520, 9500] Krull 8660 [8198, 9147] 8403 [7433, 9087] 7386 [6611, 7881] 7785 [7176, 8271] Kung Fu Master 26150 [21973, 30490] 19066 [15450, 22028] 15300 [14760, 16350] 29020 [27150, 30700] Montezuma Revenge 12 [0, 34] 0 [0, 0] 0 [0, 0] 0 [0, 0] Ms Pacman 4395 [3799, 5002] 3297 [2679, 3908] 2282 [1956, 2592] 2839 [2612, 2954] Name This Game 7511 [7085, 7911] 3638 [3207, 3999] 5590 [5026, 5941] 6529 [6069, 6983] Phoenix 4843 [4635, 5033] 4101 [3752, 4503] 3825 [3435, 4306] 4941 [4613, 5193] Pitfall -8 [-19, -1] -27 [-67, -5] 0 [0, 0] 0 [0, 0] Pong 15 [13, 17] 12 [8, 16] 14 [9, 20] 12 [8, 16] Private Eye 100 [100, 100] 3068 [24, 9080] 100 [100, 100] 100 [100, 100] Qbert 3600 [2554, 4366] 4491 [3362, 5870] 2517 [2032, 3105] 4220 [3918, 4508] Riverraid 7362 [7062, 7630] 7479 [6818, 8239] 6733 [5928, 7759] 5856 [3607, 7855] Road Runner 27152 [19731, 34480] 29182 [23250, 35114] 36145 [33590, 38700] 37636 [33610, 40160] Robotank 10 [9, 13] 11 [6, 16] 6 [6, 7] 12 [11, 17] Seaquest 2660 [2055, 3579] 1556 [1248, 1866] 2166 [2154, 2178] 2194 [2112, 2284] Skiing -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] -30000 [-30000, -30000] Solaris 1262 [863, 1686] 552 [319, 881] 1107 [662, 1552] 1088 [638, 1386] Space Invaders 478 [429, 524] 550 [476, 632] 389 [382, 396] 551 [502, 596] Star Gunner 1146 [996, 1437] 1272 [1020, 1730] 1290 [1000, 1580] 1423 [990, 2220] Surround -6 [-7, -5] -8 [-9, -7] -5 [-6, -5] -5 [-10, 1] Tennis 0 [-1, 0] 0 [-2, 0] 0 [-1, 0] 0 [-2, 0] Time Pilot 3101 [2772, 3482] 2440 [1540, 3178] 2535 [2030, 3040] 2236 [1170, 3810] Tutankham 130 [124, 139] 112 [65, 148] 151 [120, 182] 148 [127, 181] Up NDown 26477 [11956, 43260] 25451 [17297, 34036] 4477 [2993, 5962] 31342 [3170, 84771] Venture 0 [0, 0] 0 [0, 0] 0 [0, 0] 0 [0, 0] Video Pinball 18826 [15048, 23233] 8524 [3899, 12519] 13506 [7955, 19058] 27525 [22242, 35815] Wizard Of Wor 1918 [1706, 2154] 2058 [1632, 2640] 1545 [1490, 1600] 1573 [1430, 1700] Yars Revenge 27299 [23434, 30493] 30666 [28659, 33225] 18513 [16940, 20088] 19082 [11442, 24565] Zaxxon 3820 [2577, 4854] 5758 [4712, 6962] 330 [0, 660] 0 [0, 0] Mean - -0.78 [-0.88, -0.69] -0.70 [-0.81, -0.59] -0.33 [-0.41, -0.28] Median - -0.06 [-0.10, -0.01] -0.12 [-0.12, -0.07] -0.00 [-0.02, 0.00] IQM - -0.09 [-0.14, -0.05] -0.15 [-0.16, -0.13] -0.01 [-0.04, -0.00]